[11084] | 1 | //A. |
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| 2 | float4 GlowX_fp |
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| 3 | ( |
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| 4 | float2 uv: TEXCOORD0, |
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| 5 | |
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| 6 | uniform sampler2D scene: register(s0), |
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| 7 | uniform float4 invTexSize |
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| 8 | ) : COLOR |
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| 9 | #define RENDER_SCENE 1 |
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| 10 | #define BLUR_RADIUS 1 |
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| 11 | { |
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| 12 | float4 colour = float4(0); |
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| 13 | float blurSize = BLUR_RADIUS * invTexSize.x; |
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| 14 | |
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| 15 | //X-blur. |
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| 16 | int x = uv.x/blurSize; |
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| 17 | colour += tex2D(scene, float2((x - 4.0) * blurSize, uv.y)) * 1.0/25.0; |
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| 18 | colour += tex2D(scene, float2((x - 3.0) * blurSize, uv.y)) * 2.0/25.0; |
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| 19 | colour += tex2D(scene, float2((x - 2.0) * blurSize, uv.y)) * 3.0/25.0; |
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| 20 | colour += tex2D(scene, float2((x - 1.0) * blurSize, uv.y)) * 4.0/25.0; |
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| 21 | colour += tex2D(scene, float2((x + 0.0) * blurSize, uv.y)) * 5.0/25.0; |
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| 22 | colour += tex2D(scene, float2((x + 1.0) * blurSize, uv.y)) * 4.0/25.0; |
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| 23 | colour += tex2D(scene, float2((x + 2.0) * blurSize, uv.y)) * 3.0/25.0; |
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| 24 | colour += tex2D(scene, float2((x + 3.0) * blurSize, uv.y)) * 2.0/25.0; |
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| 25 | colour += tex2D(scene, float2((x + 4.0) * blurSize, uv.y)) * 1.0/25.0; |
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| 26 | |
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| 27 | return colour; |
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| 28 | } |
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| 29 | |
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| 30 | //B. |
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| 31 | float4 GlowY_fp |
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| 32 | ( |
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| 33 | float2 uv: TEXCOORD0, |
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| 34 | |
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| 35 | uniform sampler2D blurX: register(s0), |
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| 36 | uniform float4 invTexSize |
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| 37 | ) : COLOR |
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| 38 | { |
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| 39 | float4 colour = float4(0); |
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| 40 | float blurSize = BLUR_RADIUS * invTexSize.y; |
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| 41 | |
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| 42 | //Y-blur. |
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| 43 | int y = uv.y/blurSize; |
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| 44 | colour += tex2D(blurX, float2(uv.x, (y - 4.0) * blurSize)) * 1.0/25.0; |
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| 45 | colour += tex2D(blurX, float2(uv.x, (y - 3.0) * blurSize)) * 2.0/25.0; |
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| 46 | colour += tex2D(blurX, float2(uv.x, (y - 2.0) * blurSize)) * 3.0/25.0; |
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| 47 | colour += tex2D(blurX, float2(uv.x, (y - 1.0) * blurSize)) * 4.0/25.0; |
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| 48 | colour += tex2D(blurX, float2(uv.x, (y + 0.0) * blurSize)) * 5.0/25.0; |
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| 49 | colour += tex2D(blurX, float2(uv.x, (y + 1.0) * blurSize)) * 4.0/25.0; |
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| 50 | colour += tex2D(blurX, float2(uv.x, (y + 2.0) * blurSize)) * 3.0/25.0; |
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| 51 | colour += tex2D(blurX, float2(uv.x, (y + 3.0) * blurSize)) * 2.0/25.0; |
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| 52 | colour += tex2D(blurX, float2(uv.x, (y + 4.0) * blurSize)) * 1.0/25.0; |
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| 53 | |
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| 54 | return colour; |
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| 55 | } |
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| 56 | |
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| 57 | //C. |
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| 58 | float4 GlowBlend_fp |
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| 59 | ( |
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| 60 | float2 uv: TEXCOORD0, |
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| 61 | |
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| 62 | uniform sampler2D scene: register(s0), |
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| 63 | uniform sampler2D blurXY: register(s1) |
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| 64 | ) : COLOR |
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| 65 | { |
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| 66 | //Add this to original, return. |
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| 67 | return |
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| 68 | #if RENDER_SCENE |
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| 69 | tex2D(scene, uv) + |
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| 70 | #endif |
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[11088] | 71 | tex2D(blurXY, uv) * 1; |
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[11084] | 72 | } |
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