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filterBloomX.py
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50 lines (47 loc) · 1.97 KB
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BLOOM_X = """
//Cg
void vshader(float4 vtx_position : POSITION,
out float4 l_position : POSITION,
out float4 l_texcoord0 : TEXCOORD0,
out float4 l_texcoord1 : TEXCOORD1,
out float4 l_texcoord2 : TEXCOORD2,
uniform float4 texpad_src,
uniform float4 texpix_src,
uniform float4x4 mat_modelproj)
{
l_position=mul(mat_modelproj, vtx_position);
float2 c=(vtx_position.xz * texpad_src.xy) + texpad_src.xy;
float offset = texpix_src.x;
float pad = texpad_src.x * 2;
l_texcoord0 = float4(min(c.x-offset* -4, pad), min(c.x-offset* -3, pad), min(c.x-offset* -2, pad), c.y);
l_texcoord1 = float4(min(c.x-offset* -1, pad), c.x-offset* 0, c.x-offset* 1, c.y);
l_texcoord2 = float4(c.x-offset* 2, c.x-offset* 3, c.x-offset* 4, c.y);
}
void fshader(float4 l_texcoord0 : TEXCOORD0,
float4 l_texcoord1 : TEXCOORD1,
float4 l_texcoord2 : TEXCOORD2,
uniform sampler2D k_src : TEXUNIT0,
out float4 o_color : COLOR) {
float4 color = float4(0,0,0,0);
// color = 10 * tex2D(k_src, l_texcoord0.xw);
// color += 45 * tex2D(k_src, l_texcoord0.yw);
// color += 120 * tex2D(k_src, l_texcoord0.zw);
// color += 210 * tex2D(k_src, l_texcoord1.xw);
// color += 252 * tex2D(k_src, l_texcoord1.yw);
// color += 210 * tex2D(k_src, l_texcoord1.zw);
// color += 120 * tex2D(k_src, l_texcoord2.xw);
// color += 45 * tex2D(k_src, l_texcoord2.yw);
// color += 10 * tex2D(k_src, l_texcoord2.zw);
// o_color = color / 1022.0;
color = 50 * tex2D(k_src, l_texcoord0.xw);
color += 100 * tex2D(k_src, l_texcoord0.yw);
color += 150 * tex2D(k_src, l_texcoord0.zw);
color += 200 * tex2D(k_src, l_texcoord1.xw);
color += 200 * tex2D(k_src, l_texcoord1.yw);
color += 200 * tex2D(k_src, l_texcoord1.zw);
color += 150 * tex2D(k_src, l_texcoord2.xw);
color += 100 * tex2D(k_src, l_texcoord2.yw);
color += 50 * tex2D(k_src, l_texcoord2.zw);
o_color = color / 1200.0;
}
"""