mirror of
https://github.com/BC46/freelancer-hd-edition
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493 lines
17 KiB
HLSL
493 lines
17 KiB
HLSL
/*
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Magic Bloom by luluco250
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Attempts to simulate a natural-looking bloom.
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Features:
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--Wide bloom blurring, derived from the gaussian function
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defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
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--Eye adaptation, decreases or increases the brightness
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of bloom according to the overall image luminance.
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--Lens dirt, as standard I suppose. Really not much here.
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It uses an image named "MagicBloom_Dirt.png" so make
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sure you have one in your textures directory.
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--Unwanted features can be disabled through
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preprocessor definitions, saving performance.
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Preprocessor definitions:
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--MAGICBLOOM_ADAPT_RESOLUTION:
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Determines the width/height of the texture used for adaptation.
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It is recommended to use 256, but you can use as far as 1024 without issues.
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Too low resolutions will make adaptation seem "unstable".
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Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
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--MAGICBLOOM_BLUR_PRECALCULATED:
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If set to 0 the gaussian blur will be calculated inside the shader.
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Otherwise, it uses a pre-calculated kernel (array).
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--MAGICBLOOM_NODIRT:
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If set to 1 all lens dirt related features are disabled.
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Beneficial for performance if you don't wish to use lens dirt.
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--MAGICBLOOM_NOADAPT:
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If set to 1 all adaptation related features are disabled.
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Beneficial for performance if you don't wish to use adaptation.
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MIT Licensed:
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Copyright (c) 2017 luluco250
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "ReShade.fxh"
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//Statics
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#ifndef MAGICBLOOM_ADAPT_RESOLUTION
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#define MAGICBLOOM_ADAPT_RESOLUTION 256
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#endif
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#ifndef MAGICBLOOM_BLUR_PRECALCULATED
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#define MAGICBLOOM_BLUR_PRECALCULATED 1
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#endif
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#ifndef MAGICBLOOM_NODIRT
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#define MAGICBLOOM_NODIRT 0
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#endif
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#ifndef MAGICBLOOM_NOADAPT
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#define MAGICBLOOM_NOADAPT 0
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#endif
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static const int iBlurSamples = 4;
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static const int iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
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#define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
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static const float sigma = float(iBlurSamples) / 2.0;
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static const float double_pi = 6.283185307179586476925286766559;
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static const int lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
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static const float3 luma_value = float3(0.2126, 0.7152, 0.0722);
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//Uniforms
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#include "ReShadeUI.fxh"
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uniform float fBloom_Intensity < __UNIFORM_SLIDER_FLOAT1
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ui_label = "Bloom Intensity";
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ui_tooltip = "Amount of bloom applied to the image.";
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ui_min = 0.0;
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ui_max = 10.0;
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ui_step = 0.001;
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> = 1.0;
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uniform float fBloom_Threshold <
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ui_label = "Bloom Threshold";
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ui_tooltip =
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"Thresholds (limits) dark pixels from being accounted for bloom.\n"
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"Essentially, it increases the contrast in bloom and blackens darker pixels.\n"
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"At 1.0 all pixels are used in bloom.\n"
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"This value is not normalized, it is exponential, therefore changes in lower values are more noticeable than at higher values.";
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 10.0;
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ui_step = 0.1;
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> = 2.0;
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#if !MAGICBLOOM_NODIRT
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uniform float fDirt_Intensity < __UNIFORM_SLIDER_FLOAT1
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ui_label = "Dirt Intensity";
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ui_tooltip =
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"Amount of lens dirt applied to bloom.\n"
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"Uses a texture called \"MagicBloom_Dirt.png\" from your textures directory(ies).";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.001;
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> = 0.0;
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#endif
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#if !MAGICBLOOM_NOADAPT
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uniform float fExposure < __UNIFORM_SLIDER_FLOAT1
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ui_label = "Exposure";
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ui_tooltip =
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"The target exposure that bloom adapts to.\n"
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"It is recommended to just leave it at 0.5, unless you wish for a brighter (1.0) or darker (0.0) image.";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.001;
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> = 0.5;
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uniform float fAdapt_Speed <
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ui_label = "Adaptation Speed";
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ui_tooltip =
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"How quick bloom adapts to changes in the image brightness.\n"
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"At 1.0, changes are instantaneous.\n"
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"It is recommended to use low values, between 0.01 and 0.1.\n"
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"0.1 will provide a quick but natural adaptation.\n"
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"0.01 will provide a slow form of adaptation.";
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ui_type = "drag";
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ui_min = 0.001;
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ui_max = 1.0;
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ui_step = 0.001;
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> = 0.1;
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uniform float fAdapt_Sensitivity < __UNIFORM_SLIDER_FLOAT1
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ui_label = "Adapt Sensitivity";
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ui_tooltip =
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"How sensitive adaptation is towards brightness.\n"
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"At higher values bloom can get darkened at the slightest amount of brightness.\n"
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"At lower values bloom will require a lot of image brightness before it's fully darkened."
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"1.0 will not modify the amount of brightness that is accounted for adaptation.\n"
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"0.5 is a good value, but may miss certain bright spots.";
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ui_min = 0.0;
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ui_max = 3.0;
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ui_step = 0.001;
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> = 1.0;
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uniform float2 f2Adapt_Clip < __UNIFORM_SLIDER_FLOAT2
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ui_label = "Adaptation Min/Max";
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ui_tooltip =
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"Determines the minimum and maximum values that adaptation can determine to ajust bloom.\n"
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"Reducing the maximum would cause bloom to be brighter (as it is less adapted).\n"
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"Increasing the minimum would cause bloom to be darker (as it is more adapted).\n"
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"Keep the maximum above or equal to the minium and vice-versa.";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.001;
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> = float2(0.0, 1.0);
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uniform int iAdapt_Precision < __UNIFORM_SLIDER_INT1
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ui_label = "Adaptation Precision";
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ui_tooltip =
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"Determins how accurately bloom adapts to the center of image.\n"
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"At 0 the adaptation is calculated from the average of the whole image.\n"
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"At the highest value (which may vary) adaptation focuses solely on the center pixel(s) of the screen.\n"
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"Values closer to 0 are recommended.";
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ui_min = 0;
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ui_max = lowest_mip;
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ui_step = 0.1;
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> = lowest_mip * 0.3;
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#endif
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uniform uint iDebug <
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ui_label = "Debug Options";
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ui_tooltip = "Contains debugging options like displaying the bloom texture.";
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ui_type = "combo";
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ui_items = "None\0Display Bloom Texture\0";
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> = 0;
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//Textures
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texture tMagicBloom_1 < pooled = true; > { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
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texture tMagicBloom_2 < pooled = true; > { Width = BUFFER_WIDTH / 4; Height = BUFFER_HEIGHT / 4; Format = RGBA16F; };
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texture tMagicBloom_3 < pooled = true; > { Width = BUFFER_WIDTH / 8; Height = BUFFER_HEIGHT / 8; Format = RGBA16F; };
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texture tMagicBloom_4 < pooled = true; > { Width = BUFFER_WIDTH / 16; Height = BUFFER_HEIGHT / 16; Format = RGBA16F; };
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texture tMagicBloom_5 < pooled = true; > { Width = BUFFER_WIDTH / 32; Height = BUFFER_HEIGHT / 32; Format = RGBA16F; };
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texture tMagicBloom_6 < pooled = true; > { Width = BUFFER_WIDTH / 64; Height = BUFFER_HEIGHT / 64; Format = RGBA16F; };
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texture tMagicBloom_7 < pooled = true; > { Width = BUFFER_WIDTH / 128; Height = BUFFER_HEIGHT / 128; Format = RGBA16F; };
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texture tMagicBloom_8 < pooled = true; > { Width = BUFFER_WIDTH / 256; Height = BUFFER_HEIGHT / 256; Format = RGBA16F; };
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#if !MAGICBLOOM_NOADAPT
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texture tMagicBloom_Small { Width = iAdaptResolution; Height = iAdaptResolution; Format = R32F; MipLevels = lowest_mip; };
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texture tMagicBloom_Adapt { Format = R32F; };
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texture tMagicBloom_LastAdapt { Format = R32F; };
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#endif
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#if !MAGICBLOOM_NODIRT
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texture tMagicBloom_Dirt <source="MagicBloom_Dirt.png";> { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; };
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#endif
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//Samplers
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sampler sMagicBloom_1 { Texture = tMagicBloom_1; };
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sampler sMagicBloom_2 { Texture = tMagicBloom_2; };
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sampler sMagicBloom_3 { Texture = tMagicBloom_3; };
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sampler sMagicBloom_4 { Texture = tMagicBloom_4; };
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sampler sMagicBloom_5 { Texture = tMagicBloom_5; };
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sampler sMagicBloom_6 { Texture = tMagicBloom_6; };
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sampler sMagicBloom_7 { Texture = tMagicBloom_7; };
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sampler sMagicBloom_8 { Texture = tMagicBloom_8; };
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#if !MAGICBLOOM_NOADAPT
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sampler sMagicBloom_Small { Texture = tMagicBloom_Small; };
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sampler sMagicBloom_Adapt { Texture = tMagicBloom_Adapt; MinFilter = POINT; MagFilter = POINT; };
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sampler sMagicBloom_LastAdapt { Texture = tMagicBloom_LastAdapt; MinFilter = POINT; MagFilter = POINT; };
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#endif
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#if !MAGICBLOOM_NODIRT
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sampler sMagicBloom_Dirt { Texture = tMagicBloom_Dirt; };
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#endif
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//Functions
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#if !MAGICBLOOM_BLUR_PRECALCULATED
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float gaussian_function(float2 i) {
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static const float first_part = 1.0 / (double_pi * pow(sigma, 2.0));
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static const float second_part_a = 1.0 / (2.0 * pow(sigma, 2.0));
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float second_part_b = (pow(i.x, 2.0) + pow(i.y, 2.0)) * second_part_a;
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return first_part * exp(-second_part_b);
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}
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#endif
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//Why use a single-pass blur? To reduce the amount of textures used in half.
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//Scale should be the original resolution divided by target resolution.
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float3 blur(sampler sp, float2 uv, float scale) {
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float2 ps = BUFFER_PIXEL_SIZE * scale;
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#if MAGICBLOOM_BLUR_PRECALCULATED
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static const float kernel[9] = {
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0.0269955, 0.0647588, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.0647588, 0.0269955
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};
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static const float accum = 1.02352;
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#else
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float accum = 0.0;
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#endif
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float gaussian_weight = 0.0;
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float3 col = 0.0;
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[loop]
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for (int x = -iBlurSamples; x <= iBlurSamples; ++x) {
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for (int y = -iBlurSamples; y <= iBlurSamples; ++y) {
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#if MAGICBLOOM_BLUR_PRECALCULATED
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gaussian_weight = kernel[x + iBlurSamples] * kernel[y + iBlurSamples];
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#else
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gaussian_weight = gaussian_function(float2(x, y));
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accum += gaussian_weight;
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#endif
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col += tex2D(sp, uv + ps * float2(x, y)).rgb * gaussian_weight;
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}
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}
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#if MAGICBLOOM_BLUR_PRECALCULATED
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return col * accum;
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#else
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return col / accum;
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#endif
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}
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/*
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Uncharted 2 Tonemapper
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Thanks John Hable and Naughty Dog.
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*/
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float3 tonemap(float3 col, float exposure) {
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static const float A = 0.15; //shoulder strength
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static const float B = 0.50; //linear strength
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static const float C = 0.10; //linear angle
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static const float D = 0.20; //toe strength
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static const float E = 0.02; //toe numerator
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static const float F = 0.30; //toe denominator
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static const float W = 11.2; //linear white point value
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col *= exposure;
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col = ((col * (A * col + C * B) + D * E) / (col * (A * col + B) + D * F)) - E / F;
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static const float white = 1.0 / (((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F);
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col *= white;
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return col;
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}
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float3 blend_screen(float3 a, float3 b) {
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return 1.0 - (1.0 - a) * (1.0 - b);
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}
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/*
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The function below is a leftover from debugging.
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It just draws a line on the screen, it's horizontal position being
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the value you specify (from 0.0-1.0, becoming left-right).
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No use now but might be useful later on so I just left it here.
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*/
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/*void debug_value(inout float3 col, float2 uv, float value, float3 needle_color) {
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static const float2 ps = BUFFER_PIXEL_SIZE;
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col = (uv.x + ps.x > value && uv.x - ps.x < value) ? needle_color : col;
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}*/
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//Shaders
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/*
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Thresholding is performed on the first blur for two reasons:
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--Save an entire texture from being used to threshold.
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--Being the smallest blur it also results in the least amount of artifacts.
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*/
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float4 PS_Blur1(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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float3 col = blur(ReShade::BackBuffer, uv, 2.0);
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col = pow(abs(col), fBloom_Threshold);
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col *= fBloom_Intensity;
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return float4(col, 1.0);
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}
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float4 PS_Blur2(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_1, uv, 4.0), 1.0);
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}
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float4 PS_Blur3(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_2, uv, 8.0), 1.0);
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}
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float4 PS_Blur4(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_3, uv, 8.0), 1.0);
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}
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float4 PS_Blur5(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_4, uv, 16.0), 1.0);
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}
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float4 PS_Blur6(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_5, uv, 32.0), 1.0);
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}
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float4 PS_Blur7(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_6, uv, 64.0), 1.0);
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}
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float4 PS_Blur8(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return float4(blur(sMagicBloom_7, uv, 128.0), 1.0);
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}
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//Final blend shader
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float4 PS_Blend(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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float3 col = tex2D(ReShade::BackBuffer, uv).rgb;
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float3 bloom = tex2D(sMagicBloom_1, uv).rgb
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+ tex2D(sMagicBloom_2, uv).rgb
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+ tex2D(sMagicBloom_3, uv).rgb
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+ tex2D(sMagicBloom_4, uv).rgb
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+ tex2D(sMagicBloom_5, uv).rgb
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+ tex2D(sMagicBloom_6, uv).rgb
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+ tex2D(sMagicBloom_7, uv).rgb
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+ tex2D(sMagicBloom_8, uv).rgb;
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//Dunno if making the division by 8 a static multiplication helps, but whatever.
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static const float bloom_accum = 1.0 / 8.0;
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bloom *= bloom_accum;
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#if !MAGICBLOOM_NOADAPT
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float exposure = fExposure / max(tex2D(sMagicBloom_Adapt, 0.0).x, 0.00001);
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bloom = tonemap(bloom, exposure);
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#else
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//Without adaptation it seems 100.0 exposure is needed for bloom to look bright enough.
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bloom = tonemap(bloom, 100.0);
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#endif
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#if !MAGICBLOOM_NODIRT
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float3 dirt = tex2D(sMagicBloom_Dirt, uv).rgb;
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dirt *= fDirt_Intensity;
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bloom = blend_screen(bloom, dirt * bloom);
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#endif
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col = blend_screen(col, bloom);
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//If we're to display the bloom texture, we replace col with it.
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col = iDebug == 1 ? bloom : col;
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return float4(col, 1.0);
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}
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#if !MAGICBLOOM_NOADAPT
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/*
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How adaptation works:
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--Calculate image luminance.
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--Save it to a smaller, mipmapped texture.
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--Mipmaps require a power of 2 texture.
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--Fetch a mipmap level according to a specfied amount of precision.
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--The lowest mipmap is simply an average of the entire image.
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*/
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float PS_GetSmall(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return dot(tex2D(ReShade::BackBuffer, uv).rgb, luma_value);
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}
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float PS_GetAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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float curr = tex2Dlod(sMagicBloom_Small, float4(0.5, 0.5, 0, lowest_mip - iAdapt_Precision)).x;
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curr *= fAdapt_Sensitivity;
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curr = clamp(curr, f2Adapt_Clip.x, f2Adapt_Clip.y);
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float last = tex2D(sMagicBloom_LastAdapt, 0.0).x;
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//Using the frametime/delta here would actually scale adaptation with the framerate.
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//We don't want that, so we don't even bother with it.
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return lerp(last, curr, fAdapt_Speed);
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}
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float PS_SaveAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
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return tex2D(sMagicBloom_Adapt, 0.0).x;
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}
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#endif
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technique MagicBloom {
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pass Blur1 {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blur1;
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RenderTarget = tMagicBloom_1;
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}
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pass Blur2 {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blur2;
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RenderTarget = tMagicBloom_2;
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}
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pass Blur3 {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blur3;
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RenderTarget = tMagicBloom_3;
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}
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pass Blur4 {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blur4;
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RenderTarget = tMagicBloom_4;
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}
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pass Blur5 {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blur5;
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RenderTarget = tMagicBloom_5;
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|
}
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pass Blur6 {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blur6;
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RenderTarget = tMagicBloom_6;
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}
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pass Blur7 {
|
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VertexShader = PostProcessVS;
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|
PixelShader = PS_Blur7;
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|
RenderTarget = tMagicBloom_7;
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|
}
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pass Blur8 {
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VertexShader = PostProcessVS;
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|
PixelShader = PS_Blur8;
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RenderTarget = tMagicBloom_8;
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|
}
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pass Blend {
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VertexShader = PostProcessVS;
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PixelShader = PS_Blend;
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|
}
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#if !MAGICBLOOM_NOADAPT
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pass GetSmall {
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VertexShader = PostProcessVS;
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PixelShader = PS_GetSmall;
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RenderTarget = tMagicBloom_Small;
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|
}
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|
pass GetAdapt {
|
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VertexShader = PostProcessVS;
|
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PixelShader = PS_GetAdapt;
|
|
RenderTarget = tMagicBloom_Adapt;
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|
}
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|
pass SaveAdapt {
|
|
VertexShader = PostProcessVS;
|
|
PixelShader = PS_SaveAdapt;
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|
RenderTarget = tMagicBloom_LastAdapt;
|
|
}
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#endif
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|
}
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