add game&rawdata
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107
gamedata/shaders/r3/ssao_blur.ps
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107
gamedata/shaders/r3/ssao_blur.ps
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uniform float4 screen_res;
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#ifdef USE_MSAA
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#ifndef USE_HBAO
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Texture2DMS<float4, MSAA_SAMPLES> s_occ;
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#else
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uniform Texture2D s_occ;
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#endif
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#else
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uniform Texture2D s_occ;
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#endif
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#ifndef USE_MSAA
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float ssao_blur_ps(float2 centerTC)
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#else
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float ssao_blur_ps(int2 centerTC, int iSample)
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#endif
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{
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// low weight center sample - will be used on edges
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float fSumWeight = 0.025f;
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#ifndef USE_MSAA
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float2 centerData = s_occ.Sample( smp_nofilter, centerTC);
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#else
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float2 centerData = s_occ.Load( int3(centerTC, 0), iSample);
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#endif
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float fOcclusion = centerData.r * fSumWeight;
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float centerDepth = centerData.g;
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#ifndef USE_MSAA
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float2 arrOffsets[4] =
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{
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float2( 1,-1),
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float2(-1,-1),
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float2( 1, 1),
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float2(-1, 1)
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};
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#else
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int2 arrOffsets[4] =
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{
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int2( 1, -1),
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int2(-1, -1),
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int2( 1, 1),
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int2(-1, 1)
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};
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#endif
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[unroll]
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for(int i=0; i<4; i++)
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{
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#ifndef USE_MSAA
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float2 sampleTC = centerTC + pos_decompression_params2.zw * arrOffsets[i];
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float2 sampleData = s_occ.Sample( smp_nofilter, sampleTC);
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#else
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int2 sampleTC = centerTC + arrOffsets[i];
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float2 sampleData = s_occ.Load(int3(sampleTC, 0), iSample);
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#endif
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float fDepth = sampleData.g;
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float fDiff = 8*abs(fDepth-centerDepth)/min(fDepth,centerDepth);
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float fWeight = saturate(1-fDiff);
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fOcclusion += sampleData.r * fWeight;
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fSumWeight += fWeight;
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}
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fOcclusion /= fSumWeight;
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return fOcclusion;
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}
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// #else
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// float ssao_blur_ps(int3 centertc, int isample)
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// {
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// // low weight center sample - will be used on edges
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// float fSumWeight = 10*0.0125f;
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// float2 centerData = s_occ.Load( centerTC, iSample);
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// float cColor = centerData.r * fSumWeight;
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// float centerDepth = centerData.g;
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// int3 arrOffsets[4] =
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// {
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// int3( 1, -1, 0),
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// int3(-1, -1, 0),
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// int3( 1, 1, 0),
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// int3(-1, 1, 0)
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// };
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// for(int i=0; i<4; i++)
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// {
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// int3 sampleTC = centerTC + arrOffsets[i];
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// float2 sampleData = s_occ.Load(sampleTC, iSample);
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// float fDepth = sampleData.g;
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// float fDiff = 8.f*(1.f - fDepth/centerDepth);
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// float fWeight = saturate(0.5f - 0.75f*abs(fDiff) - 0.25f*(fDiff));
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// cColor += sampleData.r * fWeight;
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// fSumWeight += fWeight;
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// }
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// cColor /= fSumWeight;
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// return cColor;
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// }
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// #endif
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