Danbias/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl

47 lines
1.2 KiB
HLSL

Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
SamplerState S1 : register(s0);
cbuffer Size : register(b0)
{
int2 Pixels;
}
#define AmbFactor 0.1f;
float4 SuperSample(float4 Glow, uint3 DTid)
{
// Line X
float2 index = (float2)(DTid.xy/2);
index += float2(0,Output.Length.y/2);
index = index / Output.Length;
Glow = Ambient.SampleLevel(S1, index,1);
Glow = Glow * Glow.w*10;
return Glow;
}
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0);
//float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
Glow = SuperSample(Glow,DTid);
float4 GUI;
uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz + Glow;
GUI = float4(Ambient[index]);
PostLight = PostLight * (1 - GUI.w);
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1);
}