e4s-sdk/gamedata/shaders/r3/combine_2_naa.ps
2026-06-17 23:06:51 +03:00

114 lines
3 KiB
PostScript

#include "common.h"
#include "mblur.h"
#include "dof.h"
/*
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
};
*/
//////////////////////////////////////////////////////////////////////////////////////////
#ifndef USE_MSAA
Texture2D s_distort;
#define EPSDEPTH 0.001
#else
Texture2DMS<float4, MSAA_SAMPLES> s_distort;
#define EPSDEPTH 0.001
#endif
uniform float4 e_barrier; // x=norm(.8f), y=depth(.1f), z=clr
uniform float4 e_weights; // x=norm, y=depth, z=clr
uniform float4 e_kernel; // x=norm, y=depth, z=clr
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
struct c2_out
{
float4 Color : SV_Target;
#ifdef USE_MSAA
float Depth : SV_Depth;
#endif
};
c2_out main( v2p_aa_AA I )
{
c2_out res;
res.Color = float4(0,0,0,0);
/*
#ifdef USE_MSAA
[unroll] for( int iSample = 0; iSample < MSAA_SAMPLES; ++iSample )
{
#else // USE_MSAA
int iSample = 0;
#endif
*/
int iSample = 0;
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbd = gbuffer_load_data(I.Tex0, I.HPos, iSample );
#else
gbuffer_data gbd = gbuffer_load_data(I.Tex0, iSample );
#endif
#ifdef USE_DISTORT
// float depth = tex2D (s_position, I.tc0).z;
// float4 distort = tex2D (s_distort, I.tc0);
float depth = gbd.P.z;
#ifndef USE_MSAA
float4 distort = s_distort.Sample(smp_nofilter, I.Tex0);
#else // USE_MSAA
float4 distort = s_distort.Load( int3( I.Tex0 * pos_decompression_params2.xy, 0 ), iSample );
#endif // USE_MSAA
float2 offset = (distort.xy-(127.0h/255.0h))*def_distort; // fix newtral offset
float2 center = I.Tex0 + offset;
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbdx = gbuffer_load_data_offset(I.Tex0, center, I.HPos, iSample );
#else
gbuffer_data gbdx = gbuffer_load_data_offset(I.Tex0, center, iSample);
#endif
// float depth_x = tex2D (s_position, center).z ;
float depth_x = gbdx.P.z;
if ((depth_x+EPSDEPTH)<depth) center = I.Tex0; // discard new sample
#else // USE_DISTORT
float2 center = I.Tex0;
#endif
//float3 img = tex2D (s_image, center);
float3 img = dof(center);
// float4 bloom = tex2D (s_bloom, center);
float4 bloom = s_bloom.Sample( smp_rtlinear, center);
// img = mblur (center,tex2D(s_position,I.tc0),img.rgb);
// img = mblur( center, s_position.Sample( smp_nofilter, tc0), img.rgb);
img = mblur( center, ( gbd ).P, img.rgb);
#ifdef USE_DISTORT
float3 blurred = bloom*def_hdr ;
img = lerp (img,blurred,distort.z);
#endif
/*
#ifdef USE_MSAA
res += combine_bloom( img, bloom ) / MSAA_SAMPLES;
}
#else
res += combine_bloom( img, bloom );
#endif
*/
res.Color += combine_bloom( img, bloom );
#ifdef USE_MSAA
float4 ptp = mul(m_P, float4(gbd.P, 1));
res.Depth = ptp.w==0?1:ptp.z/ptp.w;
#endif
return res;
}