Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
parent
10a1ecaf7b
commit
cce75f1859
287 changed files with 11263 additions and 0 deletions
62
data/hlsl/hdr/bloom.frag
Normal file
62
data/hlsl/hdr/bloom.frag
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureColor0 : register(t0);
|
||||
SamplerState samplerColor0 : register(s0);
|
||||
Texture2D textureColor1 : register(t1);
|
||||
SamplerState samplerColor1 : register(s1);
|
||||
|
||||
[[vk::constant_id(0)]] const int dir = 0;
|
||||
|
||||
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
// From the OpenGL Super bible
|
||||
const float weights[] = { 0.0024499299678342,
|
||||
0.0043538453346397,
|
||||
0.0073599963704157,
|
||||
0.0118349786570722,
|
||||
0.0181026699707781,
|
||||
0.0263392293891488,
|
||||
0.0364543006660986,
|
||||
0.0479932050577658,
|
||||
0.0601029809166942,
|
||||
0.0715974486241365,
|
||||
0.0811305381519717,
|
||||
0.0874493212267511,
|
||||
0.0896631113333857,
|
||||
0.0874493212267511,
|
||||
0.0811305381519717,
|
||||
0.0715974486241365,
|
||||
0.0601029809166942,
|
||||
0.0479932050577658,
|
||||
0.0364543006660986,
|
||||
0.0263392293891488,
|
||||
0.0181026699707781,
|
||||
0.0118349786570722,
|
||||
0.0073599963704157,
|
||||
0.0043538453346397,
|
||||
0.0024499299678342};
|
||||
|
||||
|
||||
const float blurScale = 0.003;
|
||||
const float blurStrength = 1.0;
|
||||
|
||||
float ar = 1.0;
|
||||
// Aspect ratio for vertical blur pass
|
||||
if (dir == 1)
|
||||
{
|
||||
float2 ts;
|
||||
textureColor1.GetDimensions(ts.x, ts.y);
|
||||
ar = ts.y / ts.x;
|
||||
}
|
||||
|
||||
float2 P = inUV.yx - float2(0, (25 >> 1) * ar * blurScale);
|
||||
|
||||
float4 color = float4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < 25; i++)
|
||||
{
|
||||
float2 dv = float2(0.0, i * blurScale) * ar;
|
||||
color += textureColor1.Sample(samplerColor1, P + dv) * weights[i] * blurStrength;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue