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authorMarco Foco <[email protected]>2016-03-07 15:47:07 +0100
committerMarco Foco <[email protected]>2016-03-08 16:04:19 +0100
commitcd6e0492903f8a9eb5efa14263d7d9ab092517de (patch)
tree05c010b75bf777335565819dcceb140886c5a7e9 /samples/d3d11/shaders/gaussian_ps.hlsl
downloadfaceworks-cd6e0492903f8a9eb5efa14263d7d9ab092517de.tar.xz
faceworks-cd6e0492903f8a9eb5efa14263d7d9ab092517de.zip
FaceWorks 1.0
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+//----------------------------------------------------------------------------------
+// File: FaceWorks/samples/sample_d3d11/shaders/gaussian_ps.hlsl
+// SDK Version: v1.0
+// Site: http://developer.nvidia.com/
+//
+// Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// * Neither the name of NVIDIA CORPORATION nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+//----------------------------------------------------------------------------------
+
+#include "common.hlsli"
+
+cbuffer cbShader : CB_SHADER
+{
+ float2 g_vecBlur;
+}
+
+Texture2D<float2> g_texSrc : TEX_SOURCE;
+
+// Gaussian blur coefficients - x = weight, y = position offset
+// Python code to generate:
+// import math
+// n = 21
+// points = [-3.0 + 6.0 * float(i) / float(n - 1) for i in range(n)]
+// weights = [math.exp(-0.5 * x**2) for x in points]
+// weightSum = sum(weights)
+// print(("static const float2 s_aGaussian%d[] =\n{\n" % n) + ''.join(
+// " { %0.5f, %4.2f },\n" % (weights[i]/weightSum, points[i]) for i in range(n)) + "};")
+
+static const float2 s_aGaussian21[] =
+{
+ { 0.00133, -3.00 },
+ { 0.00313, -2.70 },
+ { 0.00673, -2.40 },
+ { 0.01322, -2.10 },
+ { 0.02372, -1.80 },
+ { 0.03892, -1.50 },
+ { 0.05835, -1.20 },
+ { 0.07995, -0.90 },
+ { 0.10012, -0.60 },
+ { 0.11460, -0.30 },
+ { 0.11987, 0.00 },
+ { 0.11460, 0.30 },
+ { 0.10012, 0.60 },
+ { 0.07995, 0.90 },
+ { 0.05835, 1.20 },
+ { 0.03892, 1.50 },
+ { 0.02372, 1.80 },
+ { 0.01322, 2.10 },
+ { 0.00673, 2.40 },
+ { 0.00313, 2.70 },
+ { 0.00133, 3.00 },
+};
+
+float2 main(in float2 i_uv : UV) : SV_Target
+{
+ float2 sum = 0.0;
+
+ [unroll] for (int i = 0; i < 21; ++i)
+ {
+ float weight = s_aGaussian21[i].x;
+ float2 offset = s_aGaussian21[i].y * g_vecBlur;
+ sum += weight * g_texSrc.Sample(g_ssBilinearClamp, i_uv + offset);
+ }
+
+ return sum;
+}