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MariENB 2.0.3

This commit is contained in:
Marisa the Magician 2019-04-07 17:32:38 +02:00
commit 0a41987699
5 changed files with 24 additions and 99 deletions

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Width:  |  Height:  |  Size: 7.9 KiB

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@ -422,38 +422,23 @@ float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float sd, ds, sw, tw = 0; float sd, ds, sw, tw = 0;
float2 bsz = bof*dofpradius*dfc; float2 bsz = bof*dofpradius*dfc;
float4 sc; float4 sc;
[unroll] for ( int i=0; i<16; i++ ) [unroll] for ( int i=0; i<32; i++ )
{ {
sc = tex2Dlod(SamplerColor,float4(coord.x sc = tex2Dlod(SamplerColor,float4(coord.x
+poisson16[i].x*bsz.x,coord.y+poisson16[i].y +poisson32[i].x*bsz.x,coord.y+poisson32[i].y
*bsz.y,0.0,dfc)); *bsz.y,0.0,dfc));
ds = tex2D(SamplerDepth,coord+poisson16[i]*bsz).x; ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
sd = tex2D(SamplerColor,coord+poisson16[i]*bsz).a; sd = tex2D(SamplerColor,coord+poisson32[i]*bsz).a;
sw = (ds>dep)?1.0:sd; sw = (ds>dep)?1.0:sd;
tw += sw; tw += sw;
res += sc*sw; res += sc*sw;
} }
res /= tw; res /= tw;
} }
/* check if bokeh point */ res.a = dfc;
const float2 pts[9] =
{
float2(-1.5,-1.5),float2( 0.5,-1.5),float2( 1.5,-1.5),
float2(-1.5, 0.5),float2( 0.5, 0.5),float2( 1.5, 1.5),
float2(-1.5, 1.5),float2( 0.5, 1.5),float2( 1.5, 1.5)
};
float4 col = float4(0,0,0,0);
[unroll] for ( int i=0; i<9; i++ )
col += tex2D(SamplerColor,coord+pts[i]*bof);
col /= 9.0;
float lum = luminance(col), clum = luminance(ccol);
if ( (max(clum-lum,0.0) > bokthr) && (dfc > bokbthr) )
col.a = min(clum*dfc,1.0);
else col.a = 0.0;
res.a = col.a;
return res; return res;
} }
/* bokeh pass */ /* nobody here, only one pass is really needed */
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{ {
float2 coord = IN.txcoord.xy; float2 coord = IN.txcoord.xy;
@ -461,34 +446,7 @@ float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float dfc = tex2D(SamplerColor,coord).a; float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x; if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc; if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl);
float4 res = tex2D(SamplerColor,coord); float4 res = tex2D(SamplerColor,coord);
// It's bokeh time
float2 rcoord;
int rsmp;
float rstep, bsmp, bft, tw = 0;
float4 bcol = float4(0,0,0,0);
[unroll] for ( int r=1; r<=5; r++ )
{
rsmp = r*3;
[loop] for ( int s=0; s<rsmp; s++ )
{
rstep = pi*2.0/float(rsmp);
rcoord.x = (cos(float(s)*rstep)*float(r));
rcoord.y = (sin(float(s)*rstep)*float(r));
bsmp = tex2D(SamplerBokeh,0.5+rcoord/10.0).x;
bft = tex2D(SamplerColor,coord+(rcoord/5.0)*bof
*boksiz).a;
bcol += tex2D(SamplerColor,coord+(rcoord/5.0)*bof
*boksiz)*bft*bsmp;
tw += bsmp;
}
}
bcol /= tw;
res = res+bcol;
res.a = 1.0; res.a = 1.0;
return res; return res;
} }

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@ -19,7 +19,6 @@ static const float3x3 GY =
0, 0, 0, 0, 0, 0,
-1,-2,-1 -1,-2,-1
}; };
/* gaussian kernels */
/* radius: 8, std dev: 6 */ /* radius: 8, std dev: 6 */
static const float gauss8[8] = static const float gauss8[8] =
{ {
@ -83,16 +82,24 @@ static const float3 ssao_samples_hq[64] =
}; };
/* For high quality DOF */ /* For high quality DOF */
#ifdef USE_BOKEH #ifdef USE_BOKEH
static const float2 poisson16[16] = static const float2 poisson32[32] =
{ {
float2( 0.20698410, 0.22452690),float2( 0.52580800,-0.23108170), float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
float2( 0.13839430, 0.90561220),float2( 0.66330090, 0.51298430), float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
float2(-0.40027920, 0.37270580),float2( 0.07912822,-0.65129210), float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
float2(-0.77260670,-0.51512170),float2(-0.38431930,-0.14941320), float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
float2(-0.91077820, 0.25006330),float2( 0.69401530,-0.70989270), float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
float2(-0.19646690,-0.37938900),float2(-0.47692860, 0.18408630), float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
float2(-0.24732800,-0.87984590),float2( 0.42065410,-0.71477200), float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
float2( 0.58293480,-0.09794202),float2( 0.36918380, 0.41406420) float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
}; };
#endif #endif
/* standard stuff */ /* standard stuff */
@ -136,12 +143,6 @@ texture2D texFrostBump
string ResourceName = "menbfrostbump.png"; string ResourceName = "menbfrostbump.png";
#endif #endif
>; >;
#ifdef USE_BOKEH
texture2D texBokeh
<
string ResourceName = "menbbokeh.png";
>;
#endif
texture2D texFocus; texture2D texFocus;
texture2D texCurr; texture2D texCurr;
texture2D texPrev; texture2D texPrev;
@ -217,20 +218,6 @@ sampler2D SamplerFrostBump = sampler_state
MaxMipLevel = 0; MaxMipLevel = 0;
MipMapLodBias = 0; MipMapLodBias = 0;
}; };
#ifdef USE_BOKEH
sampler2D SamplerBokeh = sampler_state
{
Texture = <texBokeh>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
#endif
sampler2D SamplerFocus = sampler_state sampler2D SamplerFocus = sampler_state
{ {
Texture = <texFocus>; Texture = <texFocus>;

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@ -673,26 +673,6 @@ float relfovfactor_id
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {2.0}; > = {2.0};
#endif #endif
#ifdef USE_BOKEH
float bokthr
<
string UIName = "Bokeh Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bokbthr
<
string UIName = "Bokeh Blur Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float boksiz
<
string UIName = "Bokeh Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {8.0};
#endif
bool dofdebug bool dofdebug
< <
string UIName = "Debug Depth"; string UIName = "Debug Depth";

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@ -180,4 +180,4 @@ SSAO Blur Use Less Samples=true
Bokeh Threshold=1.0 Bokeh Threshold=1.0
Bokeh Blur Threshold=0.5 Bokeh Blur Threshold=0.5
Bokeh Size=8.0 Bokeh Size=8.0
DOF Gather Blur Radius=6.0 DOF Gather Blur Radius=8.0