Danbias/OysterGraphics/Shader/HLSL/Deffered.hlsl

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HLSL
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Texture2D Diffuse : register(t0);
Texture2D Glow : register(t1);
RWTexture2D<float4> Output : register(u0);
cbuffer BlurrData : register(c0)
{
static const int blurRadius = 5;
static const float Weights[11] =
{
0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f
};
};
[numthreads(32,32,1)]
void TryCompute(uint3 ThreadID : SV_DispatchThreadID)
{
Output[ThreadID.xy] = Diffuse[ThreadID.xy]*0.5f+Glow[ThreadID.xy]*Glow[ThreadID.xy].w;
}
#define N 128
#define gSize (N+2*blurRadius)
groupshared float4 gCache[gSize];
[numthreads(N,1,1)]
void BlurrHor(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID)
{
if(gThreadID.x < blurRadius)
{
int x = max(ThreadID.x-blurRadius,0);
gCache[gThreadID.x] = Diffuse[int2(x,ThreadID.y)];
}
if(gThreadID.x >= N-blurRadius)
{
int x = min(ThreadID.x+blurRadius,Diffuse.Length.x-1);
gCache[gThreadID.x+2*blurRadius] = Diffuse[int2(x,ThreadID.y)];
}
gCache[gThreadID.x+blurRadius] = Diffuse[min(ThreadID.xy,Diffuse.Length.xy-1)];
GroupMemoryBarrierWithGroupSync();
float4 blurCol = float4(0,0,0,0);
[unroll]
for(int i = -blurRadius; i <= blurRadius;++i)
{
int k = gThreadID.x + blurRadius + i;
blurCol +=Weights[i + blurRadius] * gCache[k];
}
Output[ThreadID.xy] = blurCol;
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
}
[numthreads(1,N,1)]
void BlurrVert(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID)
{
if(gThreadID.y < blurRadius)
{
int y = max(ThreadID.y-blurRadius,0);
gCache[gThreadID.y] = Diffuse[int2(ThreadID.x,y)];
}
if(gThreadID.y >= N-blurRadius)
{
int y = min(ThreadID.y+blurRadius,Diffuse.Length.y-1);
gCache[gThreadID.y+2*blurRadius] = Diffuse[int2(ThreadID.x,y)];
}
gCache[gThreadID.y+blurRadius] = Diffuse[min(ThreadID.xy,Diffuse.Length.xy-1)];
GroupMemoryBarrierWithGroupSync();
float4 blurCol = float4(0,0,0,0);
[unroll]
for(int i = -blurRadius; i <= blurRadius;++i)
{
int k = gThreadID.y + blurRadius + i;
blurCol +=Weights[i + blurRadius] * gCache[k];
}
Output[ThreadID.xy] = blurCol;
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
}