add game&rawdata
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gamedata/shaders/d3d11/dof.hlsli
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80
gamedata/shaders/d3d11/dof.hlsli
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#ifndef DOF_H_INCLUDED
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#define DOF_H_INCLUDED
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uniform float4 screen_res;
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#ifndef USE_DOF
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float3 dof(float2 center)
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{
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float3 img = s_image.Sample(smp_rtlinear, center).xyz;
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return img;
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}
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#else // USE_DOF
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// x - near y - focus z - far w - sky distance
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float4 dof_params;
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float3 dof_kernel; // x,y - resolution pre-scaled z - just kernel size
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float DOFFactor(float depth)
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{
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float dist_to_focus = depth - dof_params.y;
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float blur_far = saturate(dist_to_focus * rcp(dof_params.z - dof_params.y));
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float blur_near = saturate(dist_to_focus * rcp(dof_params.x - dof_params.y));
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float blur = blur_near + blur_far;
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blur *= blur;
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return blur;
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}
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float sampleDepth(float2 center)
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{
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float P = s_position.SampleLevel(smp_nofilter, center, 0).x;
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return P > 0.9999f ? dof_params.w : (depth_unpack.x * rcp(P - depth_unpack.y));
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}
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#define MAXCOF 7.h
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#define EPSDEPTH 0.0001h
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float3 dof(float2 center)
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{
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// Scale tap offsets based on render target size
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float depth = sampleDepth(center);
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float blur = DOFFactor(depth);
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float2 scale = 0.5f * screen_res.zw * dof_kernel.z * blur;
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// poisson
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float2 o[12];
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o[0] = float2(-0.326212f, -0.405810f) * scale;
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o[1] = float2(-0.840144f, -0.073580f) * scale;
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o[2] = float2(-0.695914f, 0.457137f) * scale;
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o[3] = float2(-0.203345f, 0.620716f) * scale;
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o[4] = float2(0.962340f, -0.194983f) * scale;
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o[5] = float2(0.473434f, -0.480026f) * scale;
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o[6] = float2(0.519456f, 0.767022f) * scale;
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o[7] = float2(0.185461f, -0.893124f) * scale;
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o[8] = float2(0.507431f, 0.064425f) * scale;
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o[9] = float2(0.896420f, 0.412458f) * scale;
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o[10] = float2(-0.321940f, -0.932615f) * scale;
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o[11] = float2(-0.791559f, -0.597710f) * scale;
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float3 sum = s_image.Sample(smp_nofilter, center).xyz;
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float contrib = 1.h;
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[unroll]
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for (int i = 0; i < 12; i++)
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{
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float2 tap = center + o[i];
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float3 tap_color = s_image.Sample(smp_nofilter, tap).xyz;
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float tap_depth = sampleDepth(tap);
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float tap_contrib = DOFFactor(tap_depth);
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sum += tap_color * tap_contrib;
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contrib += tap_contrib;
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}
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return float3(sum / contrib);
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}
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#endif // USE_DOF
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#endif // DOF_H_INCLUDED
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