129 lines
2.8 KiB
HLSL
129 lines
2.8 KiB
HLSL
/*
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menbprepassinternals.fx : MariENB prepass internal variables.
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(C)2013-2017 Marisa Kirisame, UnSX Team.
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Part of MariENB, the personal ENB of Marisa.
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Released under the GNU GPLv3 (or later).
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*/
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/* mathematical constants */
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static const float pi = 3.1415926535898;
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/* edge detect factors */
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static const float3x3 GX =
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{
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-1, 0, 1,
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-2, 0, 2,
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-1, 0, 1
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};
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static const float3x3 GY =
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{
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1, 2, 1,
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0, 0, 0,
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-1,-2,-1
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};
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/* radius: 8, std dev: 6 */
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static const float gauss8[8] =
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{
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0.084247, 0.083085, 0.079694, 0.074348,
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0.067460, 0.059533, 0.051099, 0.042657
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};
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/* radius: 16, std dev: 13 */
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static const float gauss16[16] =
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{
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0.040012, 0.039893, 0.039541, 0.038960,
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0.038162, 0.037159, 0.035969, 0.034612,
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0.033109, 0.031485, 0.029764, 0.027971,
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0.026131, 0.024268, 0.022405, 0.020563
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};
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/* SSAO samples */
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static const float3 ssao_samples[16] =
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{
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float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
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float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
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float3(-0.0097, 0.0275,-0.0092),float3(-0.0178,-0.0072, 0.0491),
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float3( 0.0227,-0.0431,-0.0681),float3( 0.1052, 0.0332,-0.0588),
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float3( 0.0997, 0.0056, 0.1473),float3(-0.1252, 0.2019, 0.0564),
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float3(-0.1054,-0.2072, 0.2271),float3(-0.0542, 0.3096, 0.2814),
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float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
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float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
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};
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/* standard stuff */
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float4 ScreenSize;
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float ENightDayFactor;
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float EInteriorFactor;
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float4 Timer;
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float4 WeatherAndTime;
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/* this still doesn't do anything */
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extern float fWaterLevel;
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/* samplers and textures */
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texture2D texColor;
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texture2D texDepth;
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texture2D texNoise3
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<
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string ResourceName = "menbnoise2.png";
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>;
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texture2D texHeat
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<
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#ifdef HEAT_DDS
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string ResourceName = "menbheat.dds";
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#else
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string ResourceName = "menbheat.png";
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#endif
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>;
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sampler2D SamplerColor = sampler_state
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{
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Texture = <texColor>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerDepth = sampler_state
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{
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Texture = <texDepth>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerNoise3 = sampler_state
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{
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Texture = <texNoise3>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerHeat = sampler_state
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{
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Texture = <texHeat>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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float4 vpos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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struct VS_INPUT_POST
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{
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float3 pos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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