add game&rawdata
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81
gamedata/shaders/r2/bloom_luminance_3.ps
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81
gamedata/shaders/r2/bloom_luminance_3.ps
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#include "common.h"
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struct v2p
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{
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float4 tc0: TEXCOORD0; // Central
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float4 tc1: TEXCOORD1; // -1,+1
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float4 tc2: TEXCOORD2; // -2,+2
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float4 tc3: TEXCOORD3; // -3,+3
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float4 tc4: TEXCOORD4; // -4,+4
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float4 tc5: TEXCOORD5; // -5,+5
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float4 tc6: TEXCOORD6; // -6,+6
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float4 tc7: TEXCOORD7; // -7,+7
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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uniform half4 MiddleGray;
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//////////////////////////////////////////////////////////////////////////////////////////
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// perform 4x4 bilinear, 8x8p, the step (C)
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// c): 8x8p => 1x1p with exp
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#ifdef FP16_FILTER
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// native bilinear
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half sample (half2 tc) {
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return dot (tex2D(s_image,tc), 1/4.h); // sum components
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}
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#else
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// emulate bilinear
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half sample (half2 tc) {
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half phalf = .5h/8.h;
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half4 res;
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res.x = dot (tex2D(s_image,tc+half2(-phalf,-phalf)), 1/4.h); // sum components
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res.y = dot (tex2D(s_image,tc+half2(+phalf,-phalf)), 1/4.h); // sum components
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res.z = dot (tex2D(s_image,tc+half2(-phalf,+phalf)), 1/4.h); // sum components
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res.w = dot (tex2D(s_image,tc+half2(+phalf,+phalf)), 1/4.h); // sum components
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return dot (res, 1/4.h); // sum components
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}
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#endif
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half4 main ( v2p I ) : COLOR
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{
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// sample
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half4 accum0;
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accum0.x = sample(I.tc0);
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accum0.y = sample(I.tc1);
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accum0.z = sample(I.tc2);
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accum0.w = sample(I.tc3);
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half4 accum1;
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accum1.x = sample(I.tc4);
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accum1.y = sample(I.tc5);
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accum1.z = sample(I.tc6);
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accum1.w = sample(I.tc7);
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half4 accum2;
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accum2.x = sample(I.tc0.wz);
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accum2.y = sample(I.tc1.wz);
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accum2.z = sample(I.tc2.wz);
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accum2.w = sample(I.tc3.wz);
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half4 accum3;
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accum3.x = sample(I.tc4.wz);
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accum3.y = sample(I.tc5.wz);
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accum3.z = sample(I.tc6.wz);
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accum3.w = sample(I.tc7.wz);
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// perform accumulation
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half4 final;
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final.x = dot(accum0,1/4.h);
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final.y = dot(accum1,1/4.h);
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final.z = dot(accum2,1/4.h);
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final.w = dot(accum3,1/4.h);
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half result = dot(final, 1/4.h);
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// OK
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float scale = MiddleGray.x / (result*MiddleGray.y + MiddleGray.z); // final
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float scale_prev = tex2D (s_tonemap,I.tc0).x;
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float rvalue = lerp (scale_prev,scale,MiddleGray.w);
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// clamp (rvalue, 1.f/8.f, 2.0f);
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clamp (rvalue, 1.f/128.f, 20.0f);
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return rvalue ;
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}
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