blur.hlsl
src/5.advanced_lighting/7.bloom/blur.hlsl · 38 lines
// One triangle covering the screen, made from SV_VertexID alone: no
// vertex buffer, no input layout. uv runs 0..1 across and down the screen,
// and the parts of the triangle past the edges are clipped away.
struct fullscreen_vertex
{
float4 position : SV_Position;
float2 uv : TEXCOORD;
};
fullscreen_vertex vs_main(uint id : SV_VertexID)
{
fullscreen_vertex o;
o.uv = float2((id << 1) & 2, id & 2);
o.position = float4(o.uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
return o;
}
// one direction of a Gaussian blur: nine taps along `direction`
cbuffer blur : register(b1)
{
float2 direction;
};
Texture2D source : register(t0);
SamplerState linear_clamp : register(s1);
static const float weights[5] = { 0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216 };
float4 ps_main(fullscreen_vertex p) : SV_Target
{
float3 sum = source.Sample(linear_clamp, p.uv).rgb * weights[0];
for (int i = 1; i < 5; i++)
{
sum += source.Sample(linear_clamp, p.uv + direction * i).rgb * weights[i];
sum += source.Sample(linear_clamp, p.uv - direction * i).rgb * weights[i];
}
return float4(sum, 1.0);
}