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1 | // Better bloom for MGE XE | |
2 | // Does brightpass before blur and up to 4 passes of 9 weighted blur samples | |
3 | ||
4 | // Configurable variables: | |
5 | ||
6 | //More passes = higher quality, values above 4 or under 1 have no effect | |
7 | #define BLOOM_PASSES 4 | |
8 | ||
9 | static const float bloom_blur_radius = 2.0f; // Blur radius, higher needs more passes to look good | |
10 | static const float bloom_threshold = 0.9f; // Brightness threshold for blooming | |
11 | static const float bloom_power = 0.7f; // Overall maximum bloom blending power | |
12 | static const float bloom_blue = 1.3f; // How much to multiply the blue channel | |
13 | static const float bloom_saturation = 0.7f; // Overall bloom saturation | |
14 | ||
15 | // End of configurable variables | |
16 | ||
17 | static const float3 coef = {0.3, 0.59, 0.11}; | |
18 | static const float bloom_br = bloom_blur_radius * 0.001; | |
19 | texture lastpass; | |
20 | texture lastshader; | |
21 | ||
22 | sampler s0 = sampler_state { texture=<lastshader>; minfilter = linear; magfilter = linear; mipfilter = linear; addressu=mirror; addressv=mirror; }; | |
23 | ||
24 | sampler s1 = sampler_state { texture=<lastpass>; minfilter = linear; magfilter = linear; mipfilter = linear; addressu=mirror; addressv=mirror; }; | |
25 | ||
26 | ||
27 | float4 blurHor1(in float2 Tex : TEXCOORD) : COLOR0 | |
28 | { | |
29 | ||
30 | float4 c = 0.0; | |
31 | ||
32 | //cheap blur | |
33 | c += tex2D(s1, float2(Tex.x - 4.0*bloom_br, Tex.y)) * 0.05; | |
34 | c += tex2D(s1, float2(Tex.x - 3.0*bloom_br, Tex.y)) * 0.09; | |
35 | c += tex2D(s1, float2(Tex.x - 2.0*bloom_br, Tex.y)) * 0.12; | |
36 | c += tex2D(s1, float2(Tex.x - bloom_br, Tex.y)) * 0.15; | |
37 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
38 | c += tex2D(s1, float2(Tex.x + bloom_br, Tex.y)) * 0.15; | |
39 | c += tex2D(s1, float2(Tex.x + 2.0*bloom_br, Tex.y)) * 0.12; | |
40 | c += tex2D(s1, float2(Tex.x + 3.0*bloom_br, Tex.y)) * 0.09; | |
41 | c += tex2D(s1, float2(Tex.x + 4.0*bloom_br, Tex.y)) * 0.05; | |
42 | ||
43 | return c; | |
44 | } | |
45 | ||
46 | float4 blurHor2(in float2 Tex : TEXCOORD) : COLOR0 | |
47 | { | |
48 | ||
49 | float4 c = 0.0; | |
50 | ||
51 | //cheap blur | |
52 | c += tex2D(s1, float2(Tex.x - 4.0*bloom_br, Tex.y)) * 0.05; | |
53 | c += tex2D(s1, float2(Tex.x - 3.0*bloom_br, Tex.y)) * 0.09; | |
54 | c += tex2D(s1, float2(Tex.x - 2.0*bloom_br, Tex.y)) * 0.12; | |
55 | c += tex2D(s1, float2(Tex.x - bloom_br, Tex.y)) * 0.15; | |
56 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
57 | c += tex2D(s1, float2(Tex.x + bloom_br, Tex.y)) * 0.15; | |
58 | c += tex2D(s1, float2(Tex.x + 2.0*bloom_br, Tex.y)) * 0.12; | |
59 | c += tex2D(s1, float2(Tex.x + 3.0*bloom_br, Tex.y)) * 0.09; | |
60 | c += tex2D(s1, float2(Tex.x + 4.0*bloom_br, Tex.y)) * 0.05; | |
61 | ||
62 | return c; | |
63 | } | |
64 | ||
65 | float4 blurHor3(in float2 Tex : TEXCOORD) : COLOR0 | |
66 | { | |
67 | ||
68 | float4 c = 0.0; | |
69 | ||
70 | //cheap blur | |
71 | c += tex2D(s1, float2(Tex.x - 4.0*bloom_br, Tex.y)) * 0.05; | |
72 | c += tex2D(s1, float2(Tex.x - 3.0*bloom_br, Tex.y)) * 0.09; | |
73 | c += tex2D(s1, float2(Tex.x - 2.0*bloom_br, Tex.y)) * 0.12; | |
74 | c += tex2D(s1, float2(Tex.x - bloom_br, Tex.y)) * 0.15; | |
75 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
76 | c += tex2D(s1, float2(Tex.x + bloom_br, Tex.y)) * 0.15; | |
77 | c += tex2D(s1, float2(Tex.x + 2.0*bloom_br, Tex.y)) * 0.12; | |
78 | c += tex2D(s1, float2(Tex.x + 3.0*bloom_br, Tex.y)) * 0.09; | |
79 | c += tex2D(s1, float2(Tex.x + 4.0*bloom_br, Tex.y)) * 0.05; | |
80 | ||
81 | return c; | |
82 | } | |
83 | ||
84 | float4 blurHor4(in float2 Tex : TEXCOORD) : COLOR0 | |
85 | { | |
86 | ||
87 | float4 c = 0.0; | |
88 | ||
89 | //cheap blur | |
90 | c += tex2D(s1, float2(Tex.x - 4.0*bloom_br, Tex.y)) * 0.05; | |
91 | c += tex2D(s1, float2(Tex.x - 3.0*bloom_br, Tex.y)) * 0.09; | |
92 | c += tex2D(s1, float2(Tex.x - 2.0*bloom_br, Tex.y)) * 0.12; | |
93 | c += tex2D(s1, float2(Tex.x - bloom_br, Tex.y)) * 0.15; | |
94 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
95 | c += tex2D(s1, float2(Tex.x + bloom_br, Tex.y)) * 0.15; | |
96 | c += tex2D(s1, float2(Tex.x + 2.0*bloom_br, Tex.y)) * 0.12; | |
97 | c += tex2D(s1, float2(Tex.x + 3.0*bloom_br, Tex.y)) * 0.09; | |
98 | c += tex2D(s1, float2(Tex.x + 4.0*bloom_br, Tex.y)) * 0.05; | |
99 | ||
100 | return c; | |
101 | } | |
102 | ||
103 | float4 blurVert1(in float2 Tex : TEXCOORD) : COLOR0 | |
104 | { | |
105 | ||
106 | float4 c = 0.0; | |
107 | ||
108 | c += tex2D(s1, float2(Tex.x, Tex.y - 4.0*bloom_br)) * 0.05; | |
109 | c += tex2D(s1, float2(Tex.x, Tex.y - 3.0*bloom_br)) * 0.09; | |
110 | c += tex2D(s1, float2(Tex.x, Tex.y - 2.0*bloom_br)) * 0.12; | |
111 | c += tex2D(s1, float2(Tex.x, Tex.y - bloom_br)) * 0.15; | |
112 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
113 | c += tex2D(s1, float2(Tex.x, Tex.y + bloom_br)) * 0.15; | |
114 | c += tex2D(s1, float2(Tex.x, Tex.y + 2.0*bloom_br)) * 0.12; | |
115 | c += tex2D(s1, float2(Tex.x, Tex.y + 3.0*bloom_br)) * 0.09; | |
116 | c += tex2D(s1, float2(Tex.x, Tex.y + 4.0*bloom_br)) * 0.05; | |
117 | ||
118 | return c; | |
119 | ||
120 | } | |
121 | ||
122 | float4 blurVert2(in float2 Tex : TEXCOORD) : COLOR0 | |
123 | { | |
124 | ||
125 | float4 c = 0.0; | |
126 | ||
127 | c += tex2D(s1, float2(Tex.x, Tex.y - 4.0*bloom_br)) * 0.05; | |
128 | c += tex2D(s1, float2(Tex.x, Tex.y - 3.0*bloom_br)) * 0.09; | |
129 | c += tex2D(s1, float2(Tex.x, Tex.y - 2.0*bloom_br)) * 0.12; | |
130 | c += tex2D(s1, float2(Tex.x, Tex.y - bloom_br)) * 0.15; | |
131 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
132 | c += tex2D(s1, float2(Tex.x, Tex.y + bloom_br)) * 0.15; | |
133 | c += tex2D(s1, float2(Tex.x, Tex.y + 2.0*bloom_br)) * 0.12; | |
134 | c += tex2D(s1, float2(Tex.x, Tex.y + 3.0*bloom_br)) * 0.09; | |
135 | c += tex2D(s1, float2(Tex.x, Tex.y + 4.0*bloom_br)) * 0.05; | |
136 | ||
137 | return c; | |
138 | ||
139 | } | |
140 | ||
141 | float4 blurVert3(in float2 Tex : TEXCOORD) : COLOR0 | |
142 | { | |
143 | ||
144 | float4 c = 0.0; | |
145 | ||
146 | c += tex2D(s1, float2(Tex.x, Tex.y - 4.0*bloom_br)) * 0.05; | |
147 | c += tex2D(s1, float2(Tex.x, Tex.y - 3.0*bloom_br)) * 0.09; | |
148 | c += tex2D(s1, float2(Tex.x, Tex.y - 2.0*bloom_br)) * 0.12; | |
149 | c += tex2D(s1, float2(Tex.x, Tex.y - bloom_br)) * 0.15; | |
150 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
151 | c += tex2D(s1, float2(Tex.x, Tex.y + bloom_br)) * 0.15; | |
152 | c += tex2D(s1, float2(Tex.x, Tex.y + 2.0*bloom_br)) * 0.12; | |
153 | c += tex2D(s1, float2(Tex.x, Tex.y + 3.0*bloom_br)) * 0.09; | |
154 | c += tex2D(s1, float2(Tex.x, Tex.y + 4.0*bloom_br)) * 0.05; | |
155 | ||
156 | return c; | |
157 | ||
158 | } | |
159 | ||
160 | float4 blurVert4(in float2 Tex : TEXCOORD) : COLOR0 | |
161 | { | |
162 | ||
163 | float4 c = 0.0; | |
164 | ||
165 | c += tex2D(s1, float2(Tex.x, Tex.y - 4.0*bloom_br)) * 0.05; | |
166 | c += tex2D(s1, float2(Tex.x, Tex.y - 3.0*bloom_br)) * 0.09; | |
167 | c += tex2D(s1, float2(Tex.x, Tex.y - 2.0*bloom_br)) * 0.12; | |
168 | c += tex2D(s1, float2(Tex.x, Tex.y - bloom_br)) * 0.15; | |
169 | c += tex2D(s1, float2(Tex.x, Tex.y)) * 0.16; | |
170 | c += tex2D(s1, float2(Tex.x, Tex.y + bloom_br)) * 0.15; | |
171 | c += tex2D(s1, float2(Tex.x, Tex.y + 2.0*bloom_br)) * 0.12; | |
172 | c += tex2D(s1, float2(Tex.x, Tex.y + 3.0*bloom_br)) * 0.09; | |
173 | c += tex2D(s1, float2(Tex.x, Tex.y + 4.0*bloom_br)) * 0.05; | |
174 | ||
175 | return c; | |
176 | ||
177 | } | |
178 | ||
179 | float4 tB0(in float2 Tex : TEXCOORD) : COLOR0 | |
180 | { | |
181 | float4 scene = tex2D(s0, Tex); | |
182 | float4 blur = tex2D(s1, Tex); | |
183 | ||
184 | // apply power mult | |
185 | blur *= bloom_power; | |
186 | ||
187 | // apply saturation | |
188 | blur.rgb = lerp(blur.rgb, dot(coef.xyz, blur.rgb), 1-saturate(bloom_saturation) ); | |
189 | blur.b = saturate(blur.b*bloom_blue); | |
190 | ||
191 | // apply bloom to scene | |
192 | scene = 1.0 - ((1.0 - scene) * (1.0 - blur)); | |
193 | ||
194 | return scene; | |
195 | } | |
196 | ||
197 | //First brightpass | |
198 | float4 brightPass(in float2 Tex : TEXCOORD) : COLOR0 | |
199 | { | |
200 | float4 c = tex2D(s0, Tex); | |
201 | c = smoothstep(bloom_threshold, 1.0, c ); | |
202 | ||
203 | return saturate(c); | |
204 | } | |
205 | ||
206 | technique T0 < string MGEinterface = "MGE XE 0"; > | |
207 | { | |
208 | //Brightpass before the blur | |
209 | pass brightPass { PixelShader = compile ps_2_0 brightPass(); } | |
210 | ||
211 | //Main blur pass | |
212 | pass blurH1 { PixelShader = compile ps_2_0 blurHor1(); } | |
213 | pass blurV1 { PixelShader = compile ps_2_0 blurVert1(); } | |
214 | ||
215 | //More blur passes if desired? | |
216 | #if BLOOM_PASSES > 1 | |
217 | ||
218 | pass blurH2 { PixelShader = compile ps_2_0 blurHor2(); } | |
219 | pass blurV2 { PixelShader = compile ps_2_0 blurVert2(); } | |
220 | ||
221 | #if BLOOM_PASSES > 2 | |
222 | ||
223 | pass blurH3 { PixelShader = compile ps_2_0 blurHor3(); } | |
224 | pass blurV3 { PixelShader = compile ps_2_0 blurVert3(); } | |
225 | ||
226 | #if BLOOM_PASSES > 3 | |
227 | ||
228 | pass blurH4 { PixelShader = compile ps_2_0 blurHor4(); } | |
229 | pass blurV4 { PixelShader = compile ps_2_0 blurVert4(); } | |
230 | ||
231 | #endif | |
232 | ||
233 | #endif | |
234 | ||
235 | #endif | |
236 | ||
237 | - | pass ApplyBloom { PixelShader = compile ps_2_0 tB0(); } |
237 | + | pass ApplyBloom { PixelShader = compile ps_2_0 tB0(); } |
238 | ||
239 | ||
240 | ||
241 | } |