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LightBloom.fxsub
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float2 ViewportSize : VIEWPORTPIXELSIZE;
float mBloomRadiusP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomRadius+";>;
float mBloomRadiusM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomRadius-";>;
float mBloomThresholdP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomThreshold";>;
float mBloomColorAllHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColorAllH+";>;
float mBloomColorAllSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColorAllS+";>;
float mBloomColorAllVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColorAllV+";>;
float mBloomColorAllVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColorAllV-";>;
float mBloomColor1stHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor1stH+";>;
float mBloomColor1stSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor1stS+";>;
float mBloomColor1stVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor1stV+";>;
float mBloomColor1stVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor1stV-";>;
float mBloomColor2ndHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor2ndH+";>;
float mBloomColor2ndSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor2ndS+";>;
float mBloomColor2ndVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor2ndV+";>;
float mBloomColor2ndVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor2ndV-";>;
float mBloomColor3rdHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor3rdH+";>;
float mBloomColor3rdSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor3rdS+";>;
float mBloomColor3rdVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor3rdV+";>;
float mBloomColor3rdVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor3rdV-";>;
float mBloomColor4thHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor4thH+";>;
float mBloomColor4thSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor4thS+";>;
float mBloomColor4thVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor4thV+";>;
float mBloomColor4thVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor4thV-";>;
float mBloomColor5thHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor5thH+";>;
float mBloomColor5thSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor5thS+";>;
float mBloomColor5thVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor5thV+";>;
float mBloomColor5thVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "BloomColor5thV-";>;
#if DIRT_MASK_MAP_ENABLE
float mDirtColorHP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "DirtColorH+";>;
float mDirtColorSP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "DirtColorS+";>;
float mDirtColorVP : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "DirtColorV+";>;
float mDirtColorVM : CONTROLOBJECT<string name="LightBloomController.pmx"; string item = "DirtColorV-";>;
static float3 mDirtColorAll = float3(mDirtColorHP, mDirtColorSP, lerp(lerp(dirtIntensityParams.x, dirtIntensityParams.z, mDirtColorVP), dirtIntensityParams.y, mDirtColorVM));
#endif
static float2 ViewportOffset = 0.5 / ViewportSize;
static float2 ViewportOffset2 = 1.0 / ViewportSize;
static float ViewportAspect = ViewportSize.x / ViewportSize.y;
static float2 BloomOffset1 = ViewportOffset * 2;
static float2 BloomOffset2 = ViewportOffset * 4;
static float2 BloomOffset3 = ViewportOffset * 8;
static float2 BloomOffset4 = ViewportOffset * 16;
static float2 BloomOffset5 = ViewportOffset * 32;
static const float mBloomIntensityMin = 1.0;
static const float mBloomIntensityMax = 10.0;
static const float2 BloomScale = 512 * float2(ViewportAspect, 1);
static const float2 BloomOffsetX1 = float2( 2 / BloomScale.x, 0.0);
static const float2 BloomOffsetX2 = float2( 4 / BloomScale.x, 0.0);
static const float2 BloomOffsetX3 = float2( 8 / BloomScale.x, 0.0);
static const float2 BloomOffsetX4 = float2(16 / BloomScale.x, 0.0);
static const float2 BloomOffsetX5 = float2(32 / BloomScale.x, 0.0);
static const float2 BloomOffsetY1 = float2(0.0, 2 / BloomScale.y);
static const float2 BloomOffsetY2 = float2(0.0, 4 / BloomScale.y);
static const float2 BloomOffsetY3 = float2(0.0, 8 / BloomScale.y);
static const float2 BloomOffsetY4 = float2(0.0, 16 / BloomScale.y);
static const float2 BloomOffsetY5 = float2(0.0, 32 / BloomScale.y);
static float mBloomThreshold = (1.0 - mBloomThresholdP) / (mBloomThresholdP + 1e-5);
static float mBloomRadius = lerp(lerp(2.0, 10, mBloomRadiusP), 0.1, mBloomRadiusM);
static float3 mBloomColorAll = float3(mBloomColorAllHP, mBloomColorAllSP, lerp(lerp(mBloomIntensityMin, mBloomIntensityMax, mBloomColorAllVP), 0, mBloomColorAllVM));
static float3 mBloomColor1st = float3(mBloomColor1stHP, mBloomColor1stSP, lerp(lerp(mBloomIntensityMin, mBloomIntensityMax, mBloomColor1stVP), 0, mBloomColor1stVM));
static float3 mBloomColor2nd = float3(mBloomColor2ndHP, mBloomColor2ndSP, lerp(lerp(mBloomIntensityMin, mBloomIntensityMax, mBloomColor2ndVP), 0, mBloomColor2ndVM));
static float3 mBloomColor3rd = float3(mBloomColor3rdHP, mBloomColor3rdSP, lerp(lerp(mBloomIntensityMin, mBloomIntensityMax, mBloomColor3rdVP), 0, mBloomColor3rdVM));
static float3 mBloomColor4th = float3(mBloomColor4thHP, mBloomColor4thSP, lerp(lerp(mBloomIntensityMin, mBloomIntensityMax, mBloomColor4thVP), 0, mBloomColor4thVM));
static float3 mBloomColor5th = float3(mBloomColor5thHP, mBloomColor5thSP, lerp(lerp(mBloomIntensityMin, mBloomIntensityMax, mBloomColor5thVP), 0, mBloomColor5thVM));
texture ScnMap : RENDERCOLORTARGET <
float2 ViewportRatio = {1.0,1.0};
bool AntiAlias = false;
string Format = "A16B16G16R16F";
>;
sampler ScnSamp = sampler_state {
texture = <ScnMap>;
MinFilter = POINT; MagFilter = POINT; MipFilter = NONE;
AddressU = CLAMP; AddressV = CLAMP;
};
texture2D DepthBuffer : RENDERDEPTHSTENCILTARGET<
float2 ViewportRatio = {1.0,1.0};
string Format = "D24S8";
>;
texture DownsampleMap1st : RENDERCOLORTARGET<float2 ViewportRatio={1.0, 1.0}; string Format="A16B16G16R16F";>;
texture DownsampleMap2nd : RENDERCOLORTARGET<float2 ViewportRatio={0.5, 0.5}; string Format="A16B16G16R16F";>;
texture DownsampleMap3rd : RENDERCOLORTARGET<float2 ViewportRatio={0.25, 0.25}; string Format="A16B16G16R16F";>;
sampler DownsampleSamp1st = sampler_state {
texture = <DownsampleMap1st>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = CLAMP; AddressV = CLAMP;
};
sampler DownsampleSamp2nd = sampler_state {
texture = <DownsampleMap2nd>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = CLAMP; AddressV = CLAMP;
};
sampler DownsampleSamp3rd = sampler_state {
texture = <DownsampleMap3rd>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = CLAMP; AddressV = CLAMP;
};
#if DIRT_MASK_MAP_ENABLE
texture DirtMaskMap<string ResourceName = DIRT_MASK_MAP_FILE; int Miplevels = 1;>;
sampler DirtMaskMapSamp = sampler_state {
texture = <DirtMaskMap>;
MINFILTER = LINEAR; MAGFILTER = LINEAR; MIPFILTER = NONE;
ADDRESSU = CLAMP; ADDRESSV = CLAMP; SRGBTexture = TRUE;
};
#endif
texture BloomMap1st : RENDERCOLORTARGET<float2 ViewportRatio={0.50, 0.50}; string Format="A16B16G16R16F";>;
texture BloomMap2nd : RENDERCOLORTARGET<float2 ViewportRatio={0.25, 0.25}; string Format="A16B16G16R16F";>;
texture BloomMap3rd : RENDERCOLORTARGET<float2 ViewportRatio={0.125, 0.125}; string Format="A16B16G16R16F";>;
texture BloomMap4th : RENDERCOLORTARGET<float2 ViewportRatio={0.0625, 0.0625}; string Format="A16B16G16R16F";>;
texture BloomMap5th : RENDERCOLORTARGET<float2 ViewportRatio={0.03125, 0.03125}; string Format="A16B16G16R16F";>;
texture BloomMap1stTemp : RENDERCOLORTARGET<float2 ViewportRatio={0.50, 0.50}; string Format="A16B16G16R16F";>;
texture BloomMap2ndTemp : RENDERCOLORTARGET<float2 ViewportRatio={0.25, 0.25}; string Format="A16B16G16R16F";>;
texture BloomMap3rdTemp : RENDERCOLORTARGET<float2 ViewportRatio={0.125, 0.125}; string Format="A16B16G16R16F";>;
texture BloomMap4thTemp : RENDERCOLORTARGET<float2 ViewportRatio={0.0625, 0.0625}; string Format="A16B16G16R16F";>;
texture BloomMap5thTemp : RENDERCOLORTARGET<float2 ViewportRatio={0.03125, 0.03125}; string Format="A16B16G16R16F";>;
sampler BloomSamp1st = sampler_state {
texture = <BloomMap1st>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp1stTemp = sampler_state {
texture = <BloomMap1stTemp>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp2nd = sampler_state {
texture = <BloomMap2nd>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp2ndTemp = sampler_state {
texture = <BloomMap2ndTemp>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp3rd = sampler_state {
texture = <BloomMap3rd>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp3rdTemp = sampler_state {
texture = <BloomMap3rdTemp>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp4th = sampler_state {
texture = <BloomMap4th>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp4thTemp = sampler_state {
texture = <BloomMap4thTemp>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp5th = sampler_state {
texture = <BloomMap5th>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
sampler BloomSamp5thTemp = sampler_state {
texture = <BloomMap5thTemp>;
MinFilter = Linear; MagFilter = Linear; MipFilter = NONE;
AddressU = BORDER; AddressV = BORDER; BorderColor = 0.0;
};
float3 srgb2linear(float3 rgb)
{
return pow(max(rgb, 1e-5), 2.2);
}
float4 srgb2linear(float4 c)
{
return float4(srgb2linear(c.rgb), c.a);
}
float3 linear2srgb(float3 srgb)
{
srgb = max(6.10352e-5, srgb);
return min(srgb * 12.92, pow(max(srgb, 0.00313067), 1.0/2.4) * 1.055 - 0.055);
}
float4 linear2srgb(float4 c)
{
return float4(linear2srgb(c.rgb), c.a);
}
float luminance(float3 rgb)
{
return dot(rgb, float3(0.2126f, 0.7152f, 0.0722f));
}
float3 hsv2rgb(float3 c)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
}
float3 noise3(float2 seed)
{
return frac(sin(dot(seed.xy, float2(34.483, 89.637))) * float3(29156.4765, 38273.5639, 47843.7546));
}
float3 ColorBanding(float2 uv)
{
float3 noise = noise3(uv) + noise3(uv + 0.5789) - 0.5;
return noise / 255.0;
}
float3 ColorDithering(float3 color, float2 uv)
{
color += ColorBanding(uv);
return color;
}
float4 TonemapHable(float4 x)
{
float A = 0.22;
float B = 0.30;
float C = 0.10;
float D = 0.20;
float E = 0.01;
float F = 0.30;
return ((x*(A*x+C*B)+D*E) / (x*(A*x+B)+D*F)) - E / F;
}
float3 TonemapHableInverseCurve(float3 x)
{
float A = 0.22;
float B = 0.30;
float C = 0.10;
float D = 0.20;
float E = 0.01;
float F = 0.30;
float3 q = B*(F*(C-x) - E);
float3 d = A*(F*(x - 1.0) + E);
return (q -sqrt(q*q - 4.0*D*F*F*x*d)) / (2.0*d);
}
float3 TonemapHableInverse(float3 color, float range = 8.0)
{
color *= TonemapHable(range).r;
return TonemapHableInverseCurve(color);
}
float4 ScreenSpaceQuadOffsetVS(
in float4 Position : POSITION,
in float2 Texcoord : TEXCOORD,
out float2 oTexcoord : TEXCOORD0,
uniform float2 offset) : POSITION
{
oTexcoord = Texcoord + offset;
return Position;
}
void HDRDownsampleVS(
in float4 Position : POSITION,
in float2 Texcoord : TEXCOORD,
out float2 oTexcoord1 : TEXCOORD0,
out float2 oTexcoord2 : TEXCOORD1,
out float2 oTexcoord3 : TEXCOORD2,
out float2 oTexcoord4 : TEXCOORD3,
out float4 oPosition : POSITION,
uniform float2 step)
{
oPosition = Position;
oTexcoord1 = Texcoord + step * 0.5;
oTexcoord2 = oTexcoord1 + float2(step.x, 0);
oTexcoord3 = oTexcoord1 + float2(step.x, step.y);
oTexcoord4 = oTexcoord1 + float2(0, step.y);
}
float4 HDRDownsample4XPS(
in float2 coord1 : TEXCOORD0,
in float2 coord2 : TEXCOORD1,
in float2 coord3 : TEXCOORD2,
in float2 coord4 : TEXCOORD3,
uniform sampler source) : COLOR
{
float4 color = tex2Dlod(source, float4(coord1, 0, 0));
color += tex2Dlod(source, float4(coord2, 0, 0));
color += tex2Dlod(source, float4(coord3, 0, 0));
color += tex2Dlod(source, float4(coord4, 0, 0));
return color * 0.25;
}
float4 HDRDownsamplePS(in float2 coord : TEXCOORD0, uniform sampler source) : COLOR
{
return tex2Dlod(source, float4(coord, 0, 0));
}
float4 GlareDetectionPS(
in float2 coord : TEXCOORD0,
uniform sampler source) : COLOR
{
float3 color = tex2Dlod(source, float4(coord, 0, 0)).rgb;
color = clamp(color, 0, 65535);
float lum = luminance(color);
float3 bloom = clamp(color * saturate((lum - mBloomThreshold) / lum), 0, 8);
bloom *= hsv2rgb(mBloomColorAll);
return float4(bloom, 0);
}
float4 BloomBlurPS(in float2 coord : TEXCOORD0, uniform sampler source, uniform float2 offset) : COLOR
{
const float weights[9] = { 0.048297,0.08393,0.124548,0.157829,0.170793,0.157829,0.124548,0.08393,0.048297 };
float2 coords = coord - offset * 4.0;
float4 color = 0;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[0]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[1]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[2]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[3]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[4]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[5]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[6]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[7]; coords += offset;
color += tex2Dlod(source, float4(coords, 0, 0)) * weights[8];
return color;
}
float4 GlareLightCompVS(
in float4 Position : POSITION,
in float2 Texcoord : TEXCOORD,
out float2 oTexcoord0 : TEXCOORD0,
out float3 oTexcoord1 : TEXCOORD1,
out float3 oTexcoord2 : TEXCOORD2,
out float3 oTexcoord3 : TEXCOORD3,
out float3 oTexcoord4 : TEXCOORD4,
out float3 oTexcoord5 : TEXCOORD5) : POSITION
{
float g1 = exp(-(0 * 0) / (2.0 * mBloomRadius * mBloomRadius));
float g2 = exp(-(1 * 1) / (2.0 * mBloomRadius * mBloomRadius));
float g3 = exp(-(2 * 2) / (2.0 * mBloomRadius * mBloomRadius));
float g4 = exp(-(3 * 3) / (2.0 * mBloomRadius * mBloomRadius));
float g5 = exp(-(4 * 4) / (2.0 * mBloomRadius * mBloomRadius));
float weight = g1 + g2 + g3 + g4 + g5;
oTexcoord0 = Texcoord;
oTexcoord1 = g1 / weight * hsv2rgb(mBloomColor1st);
oTexcoord2 = g2 / weight * hsv2rgb(mBloomColor2nd);
oTexcoord3 = g3 / weight * hsv2rgb(mBloomColor3rd);
oTexcoord4 = g4 / weight * hsv2rgb(mBloomColor4th);
oTexcoord5 = g5 / weight * hsv2rgb(mBloomColor5th);
return Position;
}
float4 GlareLightCompPS(
in float2 coord1 : TEXCOORD0,
in float3 coord2 : TEXCOORD1,
in float3 coord3 : TEXCOORD2,
in float3 coord4 : TEXCOORD3,
in float3 coord5 : TEXCOORD4,
in float3 coord6 : TEXCOORD5) : COLOR
{
float3 bloom1 = tex2Dlod(BloomSamp1st, float4(coord1 + 0.5 / (ViewportSize * 0.5), 0, 0)).rgb;
float3 bloom2 = tex2Dlod(BloomSamp2nd, float4(coord1 + 0.5 / (ViewportSize * 0.25), 0, 0)).rgb;
float3 bloom3 = tex2Dlod(BloomSamp3rd, float4(coord1 + 0.5 / (ViewportSize * 0.125), 0, 0)).rgb;
float3 bloom4 = tex2Dlod(BloomSamp4th, float4(coord1 + 0.5 / (ViewportSize * 0.0625), 0, 0)).rgb;
float3 bloom5 = tex2Dlod(BloomSamp5th, float4(coord1 + 0.5 / (ViewportSize * 0.03125), 0, 0)).rgb;
float3 bloom = 0.0f;
bloom += bloom1 * coord2;
bloom += bloom2 * coord3;
bloom += bloom3 * coord4;
bloom += bloom4 * coord5;
bloom += bloom5 * coord6;
return float4(bloom, 0);
}
float4 HDRInversePS(in float4 coord: TEXCOORD0, uniform sampler source) : COLOR
{
float3 color = tex2Dlod(ScnSamp, float4(coord.xy, 0, 0)).rgb;
color = saturate(srgb2linear(color));
color = TonemapHableInverse(color, 4.0);
return float4(color, 1);
}
float4 HDRTonemappingPS(in float4 coord: TEXCOORD0, uniform sampler source) : COLOR
{
float3 color = tex2Dlod(ScnSamp, float4(coord.xy, 0, 0)).rgb;
float3 bloom = tex2Dlod(BloomSamp1st, float4(coord.xy, 0, 0)).rgb;
color += bloom;
#if DIRT_MASK_MAP_ENABLE
color += bloom * tex2Dlod(DirtMaskMapSamp, float4(coord.xy, 0, 0)).rgb * hsv2rgb(mDirtColorAll);
#endif
float4 curr = TonemapHable(float4(color, 4.0));
curr = saturate(curr / curr.w);
curr = linear2srgb(curr);
return float4(ColorDithering(curr.rgb, coord.xy), 1);
}
float Script : STANDARDSGLOBAL<
string ScriptOutput = "color";
string ScriptClass = "scene";
string ScriptOrder = "postprocess";
> = 0.8;
const float4 ClearColor = float4(0,0,0,0);
const float ClearDepth = 1.0;
technique FimicGrain <
string Script =
"RenderColorTarget0=;"
"ClearSetColor=ClearColor;"
"ClearSetDepth=ClearDepth;"
"RenderColorTarget0=ScnMap;"
"RenderDepthStencilTarget=DepthBuffer;"
"Clear=Color;"
"Clear=Depth;"
"ScriptExternal=Color;"
"RenderColorTarget=ScnMap; Pass=HDRInverse;"
"RenderColorTarget=DownsampleMap1st; Pass=GlareDetection;"
"RenderColorTarget=DownsampleMap2nd; Pass=HDRDownsample1st;"
"RenderColorTarget=BloomMap1stTemp; Pass=BloomBlurX1;"
"RenderColorTarget=BloomMap1st; Pass=BloomBlurY1;"
"RenderColorTarget=BloomMap2nd; Pass=BloomDownsampleX2;"
"RenderColorTarget=BloomMap2ndTemp; Pass=BloomBlurX2;"
"RenderColorTarget=BloomMap2nd; Pass=BloomBlurY2;"
"RenderColorTarget=BloomMap3rd; Pass=BloomDownsampleX3;"
"RenderColorTarget=BloomMap3rdTemp; Pass=BloomBlurX3;"
"RenderColorTarget=BloomMap3rd; Pass=BloomBlurY3;"
"RenderColorTarget=BloomMap4th; Pass=BloomDownsampleX4;"
"RenderColorTarget=BloomMap4thTemp; Pass=BloomBlurX4;"
"RenderColorTarget=BloomMap4th; Pass=BloomBlurY4;"
"RenderColorTarget=BloomMap5th; Pass=BloomDownsampleX5;"
"RenderColorTarget=BloomMap5thTemp; Pass=BloomBlurX5;"
"RenderColorTarget=BloomMap5th; Pass=BloomBlurY5;"
"RenderColorTarget=BloomMap1st; Pass=GlareLightComp;"
"RenderColorTarget=;"
"RenderDepthStencilTarget=;"
"Pass=HDRTonemapping;"
;> {
pass HDRInverse<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(ViewportOffset);
PixelShader = compile ps_3_0 HDRInversePS(ScnSamp);
}
pass GlareDetection<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(ViewportOffset);
PixelShader = compile ps_3_0 GlareDetectionPS(ScnSamp);
}
pass HDRDownsample1st<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 HDRDownsampleVS(ViewportOffset2);
PixelShader = compile ps_3_0 HDRDownsample4XPS(DownsampleSamp1st);
}
pass HDRDownsample2nd<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 HDRDownsampleVS(ViewportOffset2 * 2);
PixelShader = compile ps_3_0 HDRDownsample4XPS(DownsampleSamp2nd);
}
pass BloomBlurX1<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset1);
PixelShader = compile ps_3_0 BloomBlurPS(DownsampleSamp2nd, BloomOffsetX1);
}
pass BloomBlurY1<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset1);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp1stTemp, BloomOffsetY1);
}
pass BloomDownsampleX2<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset1);
PixelShader = compile ps_3_0 HDRDownsamplePS(BloomSamp1st);
}
pass BloomBlurX2<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset2);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp2nd, BloomOffsetX2);
}
pass BloomBlurY2<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset2);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp2ndTemp, BloomOffsetY2);
}
pass BloomDownsampleX3<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset2);
PixelShader = compile ps_3_0 HDRDownsamplePS(BloomSamp2nd);
}
pass BloomBlurX3<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset3);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp3rd, BloomOffsetX3);
}
pass BloomBlurY3<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset3);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp3rdTemp, BloomOffsetY3);
}
pass BloomDownsampleX4<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset3);
PixelShader = compile ps_3_0 HDRDownsamplePS(BloomSamp3rd);
}
pass BloomBlurX4<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset4);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp4th, BloomOffsetX4);
}
pass BloomBlurY4<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset4);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp4thTemp, BloomOffsetY4);
}
pass BloomDownsampleX5<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset4);
PixelShader = compile ps_3_0 HDRDownsamplePS(BloomSamp4th);
}
pass BloomBlurX5<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset5);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp5th, BloomOffsetX5);
}
pass BloomBlurY5<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(BloomOffset5);
PixelShader = compile ps_3_0 BloomBlurPS(BloomSamp5thTemp, BloomOffsetY5);
}
pass GlareLightComp<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = true; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
SrcBlend = ONE; DestBlend = SRCALPHA;
VertexShader = compile vs_3_0 GlareLightCompVS();
PixelShader = compile ps_3_0 GlareLightCompPS();
}
pass HDRTonemapping<string Script= "Draw=Buffer;";>{
AlphaBlendEnable = false; AlphaTestEnable = false;
ZEnable = false; ZWriteEnable = false;
VertexShader = compile vs_3_0 ScreenSpaceQuadOffsetVS(ViewportOffset);
PixelShader = compile ps_3_0 HDRTonemappingPS(ScnSamp);
}
}