#ifndef BLURSHAREDDATA #define BLURSHAREDDATA cbuffer BlurrData : register(b1) { //static const int blurRadius = 0; //static const float Weights[1] = //{ // 1.0f //}; /*static const int blurRadius = 4; static const float Weights[9] = { 0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f };*/ 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 }; }; #define N 128 #define gSize (N+2*blurRadius) groupshared float4 gCache[gSize]; Texture2D inTex : register(t0); RWTexture2D outTex : register(u0); cbuffer BlurrData : register(b0) { uint2 Start; uint2 Stop; float4 BlurMask; }; //[numthreads(16,16,1)] //void TryCompute(uint3 ThreadID : SV_DispatchThreadID) //{ // Output[ThreadID.xy] = Diffuse[ThreadID.xy]*0.5f+Glow[ThreadID.xy]*Glow[ThreadID.xy].w; //} #endif