e4s-game/gamedata/shaders/r2/bloom_luminance_1.ps.hlsl
2026-06-18 01:18:29 +03:00

39 lines
1,005 B
HLSL

#include "common.hlsli"
struct v2p
{
float4 tc0 : TEXCOORD0; // Central
float4 tc1 : TEXCOORD1; // -1,+1
float4 tc2 : TEXCOORD2; // -2,+2
float4 tc3 : TEXCOORD3; // -3,+3
float4 tc4 : TEXCOORD4; // -4,+4
float4 tc5 : TEXCOORD5; // -5,+5
float4 tc6 : TEXCOORD6; // -6,+6
float4 tc7 : TEXCOORD7; // -7,+7
};
#define LUMINANCE_BASE 0.0001f
float luminance(float2 tc)
{
float3 source = tex2D(s_image, tc);
return dot(source, LUMINANCE_VECTOR * def_hdr);
}
// perform 2x2=4s convolution, working on 4x4=16p area
// that means 256x256 source will be scaled to (256/4)x(256/4) = 64x64p
// a): 256x256 => 64x64p with log
// b): 64x64p => 8x8p
// c): 8x8p => 1x1p with exp
float4 main(v2p I) : COLOR
{
// first 8 bilinear samples (8x4 = 32 pixels)
float4 final;
final.x = luminance(I.tc0);
final.y = luminance(I.tc1);
final.z = luminance(I.tc2);
final.w = luminance(I.tc3);
// OK
return final;
}