e4s-sdk/gamedata/shaders/r3/bloom_luminance_1.ps
2026-06-17 23:06:51 +03:00

42 lines
1.2 KiB
PostScript

#include "common.h"
/*
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 0.0001h
float luminance (float2 tc)
{
//float3 source = tex2D(s_image,tc);
float3 source = s_image.Sample( smp_rtlinear, 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( p_build I ) : SV_Target
{
// first 8 bilinear samples (8x4 = 32 pixels)
float4 final;
final.x = luminance(I.Tex0);
final.y = luminance(I.Tex1);
final.z = luminance(I.Tex2);
final.w = luminance(I.Tex3);
// OK
return final ;
}