blut shader improvements, use bilinear sampling for 2x fewer samples

This commit is contained in:
Martins Mozeiko
2024-01-23 08:38:53 -08:00
committed by Ryan Fleury
parent a77d457f51
commit 1705fdd421
4 changed files with 211 additions and 157 deletions
+38 -35
View File
@@ -205,10 +205,14 @@ str8_lit_comp(
"cbuffer Globals : register(b0)\n"
"{\n"
" float4 rect;\n"
" float2 viewport_size;\n"
" float blur_size;\n"
" float is_vertical;\n"
" float4 corner_radii_px;\n"
" float2 direction;\n"
" float2 viewport_size;\n"
" uint blur_count;\n"
"}\n"
"\n"
"cbuffer Kernel : register(b1)\n"
"{\n"
" float4 kernel[32];\n"
"}\n"
"\n"
@@ -221,7 +225,7 @@ str8_lit_comp(
"{\n"
" float4 position : SV_POSITION;\n"
" float2 texcoord : TEX;\n"
" float2 cornercoord : CRN;\n"
" float2 sdf_sample_pos : SDF;\n"
" float corner_radius : RAD;\n"
"};\n"
"\n"
@@ -238,12 +242,12 @@ str8_lit_comp(
"Vertex2Pixel\n"
"vs_main(CPU2Vertex c2v)\n"
"{\n"
" float4 vertex_positions__scrn[] =\n"
" float2 vertex_positions__scrn[] =\n"
" {\n"
" float4(rect.x, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
" float4(rect.x, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
" float4(rect.z, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
" float4(rect.z, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),\n"
" rect.xw,\n"
" rect.xy,\n"
" rect.zw,\n"
" rect.zy,\n"
" };\n"
" float corner_radii__px[] =\n"
" {\n"
@@ -252,22 +256,20 @@ str8_lit_comp(
" corner_radii_px.w,\n"
" corner_radii_px.z,\n"
" };\n"
" float2 cornercoords__pct[] =\n"
" {\n"
" float2(0, 1),\n"
" float2(0, 0),\n"
" float2(1, 1),\n"
" float2(1, 0),\n"
" };\n"
" float4 vertex_position__scrn = vertex_positions__scrn[c2v.vertex_id];\n"
" float4 vertex_position__clip = float4(2*vertex_position__scrn.x/viewport_size.x - 1,\n"
" 2*vertex_position__scrn.y/viewport_size.y - 1,\n"
" 0, 1);\n"
" float2 cornercoords__pct = float2(\n"
" (c2v.vertex_id >> 1) ? 1.f : 0.f,\n"
" (c2v.vertex_id & 1) ? 0.f : 1.f);\n"
"\n"
" float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size;\n"
" float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f;\n"
"\n"
" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
"\n"
" Vertex2Pixel v2p;\n"
" {\n"
" v2p.position = vertex_position__clip;\n"
" v2p.texcoord = float2(vertex_position__scrn.x/viewport_size.x, 1 - vertex_position__scrn.y/viewport_size.y);\n"
" v2p.cornercoord = cornercoords__pct[c2v.vertex_id];\n"
" v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);\n"
" v2p.texcoord = vertex_position__pct;\n"
" v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;\n"
" v2p.corner_radius = corner_radii__px[c2v.vertex_id];\n"
" }\n"
" return v2p;\n"
@@ -279,26 +281,27 @@ str8_lit_comp(
"ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
"{\n"
" // rjf: blend weighted texture samples into color\n"
" float4 color = stage_t2d.Sample(stage_sampler, v2p.texcoord) * kernel[0].x;\n"
" float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord);\n"
" color.a = kernel[0].x;\n"
" for(float i = 1; i < blur_size; i += 1)\n"
"\n"
" for(uint i = 1; i < blur_count; i += 1)\n"
" {\n"
" float weight = ((float[4])kernel[uint(i)/4])[uint(i)%4];\n"
" float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));\n"
" float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));\n"
" min_sample.a = 1;\n"
" max_sample.a = 1;\n"
" color += min_sample*weight;\n"
" color += max_sample*weight;\n"
" float weight = kernel[i].x;\n"
" float offset = kernel[i].y;\n"
" float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction);\n"
" float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction);\n"
" min_sample.a = 1.f;\n"
" max_sample.a = 1.f;\n"
" color += min_sample * weight;\n"
" color += max_sample * weight;\n"
" }\n"
" \n"
" // rjf: determine SDF sample position\n"
" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
" float2 sdf_sample_pos = float2((2*v2p.cornercoord.x-1)*rect_half_size.x,\n"
" (2*v2p.cornercoord.y-1)*rect_half_size.y);\n"
" float2 sdf_sample_pos = v2p.sdf_sample_pos;\n"
" \n"
" // rjf: sample for corners\n"
" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - float2(2.f, 2.f), v2p.corner_radius);\n"
" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - 2.f, v2p.corner_radius);\n"
" float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);\n"
" \n"
" // rjf: weight output color by sdf\n"