init
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gamedata/shaders/d3d11/bloom_luminance_2.ps.hlsl
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59
gamedata/shaders/d3d11/bloom_luminance_2.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float4 tc0 : TEXCOORD0;
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float4 tc1 : TEXCOORD1;
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float4 tc2 : TEXCOORD2;
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float4 tc3 : TEXCOORD3;
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float4 tc4 : TEXCOORD4;
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float4 tc5 : TEXCOORD5;
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float4 tc6 : TEXCOORD6;
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float4 tc7 : TEXCOORD7;
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};
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float sample(float2 tc)
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{
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float4 data = s_image.Sample(smp_rtlinear, tc);
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return dot(data, 0.25f);
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}
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float4 main(p_filter I) : SV_Target
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{
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// sample
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float4 accum0;
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accum0.x = sample(I.Tex0.xy);
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accum0.y = sample(I.Tex1.xy);
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accum0.z = sample(I.Tex2.xy);
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accum0.w = sample(I.Tex3.xy);
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float4 accum1;
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accum1.x = sample(I.Tex4.xy);
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accum1.y = sample(I.Tex5.xy);
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accum1.z = sample(I.Tex6.xy);
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accum1.w = sample(I.Tex7.xy);
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float4 accum2;
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accum2.x = sample(I.Tex0.wz);
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accum2.y = sample(I.Tex1.wz);
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accum2.z = sample(I.Tex2.wz);
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accum2.w = sample(I.Tex3.wz);
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float4 accum3;
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accum3.x = sample(I.Tex4.wz);
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accum3.y = sample(I.Tex5.wz);
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accum3.z = sample(I.Tex6.wz);
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accum3.w = sample(I.Tex7.wz);
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// perform accumulation
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float4 final;
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final.x = dot(accum0, 0.25f);
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final.y = dot(accum1, 0.25f);
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final.z = dot(accum2, 0.25f);
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final.w = dot(accum3, 0.25f);
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// OK
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return final;
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}
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