e4s-sdk/gamedata/shaders/r2/combine_2.ps.hlsl
2026-06-17 23:06:51 +03:00

48 lines
1.2 KiB
HLSL

#include "common.hlsli"
#include "mblur.hlsli"
#include "dof.hlsli"
struct v2p
{
float4 tc0 : TEXCOORD0; // Center
float4 tc1 : TEXCOORD1; // LT
float4 tc2 : TEXCOORD2; // RB
float4 tc3 : TEXCOORD3; // RT
float4 tc4 : TEXCOORD4; // LB
float4 tc5 : TEXCOORD5; // Left / Right
float4 tc6 : TEXCOORD6; // Top / Bottom
};
uniform sampler2D s_distort;
#define EPSDEPTH 0.001
float4 main(v2p I) : COLOR
{
#ifdef USE_DISTORT
float depth = tex2D(s_position, I.tc0).z;
float4 distort = tex2D(s_distort, I.tc0);
float2 offset = (distort.xy - (127.0f / 255.0f)) * def_distort;
float2 center = I.tc0 + offset;
float depth_x = tex2D(s_position, center).z;
if ((depth_x + EPSDEPTH) < depth)
{
center = I.tc0;
}
#else
float2 center = I.tc0;
#endif
float3 img = dof(center);
float4 bloom = tex2D(s_bloom, center);
img = mblur(center, tex2D(s_position, I.tc0), img.rgb);
img = tonemap(img, tex2Dlod(s_tonemap, float4(0.5f, 0.5f, 0.5f, 0.5f)).x);
#ifdef USE_DISTORT
float3 blurred = bloom * def_hdr;
img = lerp(img, blurred, distort.z);
#endif
return combine_bloom(img, bloom);
}