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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71 | tex2D(blurXY, uv) * 1; |
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72 | } |
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