MariENB FROST 3.4.1
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857953bf9e
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ebefcee4f4
11 changed files with 94 additions and 82 deletions
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@ -1250,18 +1250,21 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState Sampler1
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState Sampler2
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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@ -1792,34 +1795,34 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
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float cstep = 2.0*pi*(1.0/3.0);
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float ang = 0.5*pi;
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res.r = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).r;
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+gcircle(ang)*bsz*dofpcha*0.1,0).r;
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deps.r = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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ang += cstep;
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res.g = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).g;
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+gcircle(ang)*bsz*dofpcha*0.1,0).g;
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deps.g = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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ang += cstep;
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res.b = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).b;
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+gcircle(ang)*bsz*dofpcha*0.1,0).b;
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deps.b = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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if ( bDoHighlight )
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{
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float l = luminance(res.rgb);
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float threshold = max((l-dofbthreshold)*dofbgain,0.0);
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res += lerp(0,res,threshold*blur);
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}
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res.a = TextureColor.SampleLevel(Sampler1,coord,0,0).a;
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deps.a = TextureDepth.SampleLevel(Sampler1,coord,0,0).x;
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dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0,0).x;
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res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
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deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
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dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
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return res;
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}
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/* gather blur pass */
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@ -1875,7 +1878,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( dfc <= dofminblur ) return res;
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float dep = TextureDepth.Sample(Sampler1,coord).x;
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float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
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*(bresl/256.0),0,0).xy*2.0-1.0)*dofbnoise*0.001;
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*(bresl/256.0),0).xy*2.0-1.0)*dofbnoise*0.001;
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float2 sr = sf*dofbradius*dfc;
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int rsamples;
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float bstep, bw;
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