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

107 lines
2.5 KiB
PostScript

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