UnleashedRecomp/UnleashedRecomp/gpu/shader/enhanced_motion_blur_ps.hlsl
Skyth (Asilkan) 76ec5f032d
Implement aspect ratio adjustments for inspire overlays. (#201)
* Handle texture/movie overlays for original 4:3.

* Implement aspect ratio adjustments for texture/movie overlays.

* Fix fade scale for original 4:3.
2025-01-26 13:19:39 +03:00

75 lines
3.2 KiB
HLSL

#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h"
#ifdef __spirv__
#define g_BlurRate vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + 2400, 0x10)
#define g_ViewportSize vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + 384, 0x10)
#define sampColor_Texture2DDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 0)
#define sampColor_SamplerDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 192)
#define sampVelocityMap_Texture2DDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 4)
#define sampVelocityMap_SamplerDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 196)
#define sampZBuffer_Texture2DDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 8)
#define sampZBuffer_SamplerDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 200)
#else
cbuffer PixelShaderConstants : register(b1, space4)
{
float4 g_BlurRate : packoffset(c150);
float4 g_ViewportSize : packoffset(c24);
};
cbuffer SharedConstants : register(b2, space4)
{
uint sampColor_Texture2DDescriptorIndex : packoffset(c0.x);
uint sampColor_SamplerDescriptorIndex : packoffset(c12.x);
uint sampVelocityMap_Texture2DDescriptorIndex : packoffset(c0.y);
uint sampVelocityMap_SamplerDescriptorIndex : packoffset(c12.y);
uint sampZBuffer_Texture2DDescriptorIndex : packoffset(c0.z);
uint sampZBuffer_SamplerDescriptorIndex : packoffset(c12.z);
DEFINE_SHARED_CONSTANTS();
};
#endif
float4 main(in float4 position : SV_Position, in float4 texCoord : TEXCOORD0) : SV_Target
{
Texture2D<float4> sampColor = g_Texture2DDescriptorHeap[sampColor_Texture2DDescriptorIndex];
Texture2D<float4> sampVelocityMap = g_Texture2DDescriptorHeap[sampVelocityMap_Texture2DDescriptorIndex];
Texture2D<float4> sampZBuffer = g_Texture2DDescriptorHeap[sampZBuffer_Texture2DDescriptorIndex];
SamplerState sampColor_s = g_SamplerDescriptorHeap[sampColor_SamplerDescriptorIndex];
SamplerState sampVelocityMap_s = g_SamplerDescriptorHeap[sampVelocityMap_SamplerDescriptorIndex];
SamplerState sampZBuffer_s = g_SamplerDescriptorHeap[sampZBuffer_SamplerDescriptorIndex];
float depth = sampZBuffer.SampleLevel(sampZBuffer_s, texCoord.xy, 0).x;
float4 velocityMap = sampVelocityMap.SampleLevel(sampVelocityMap_s, texCoord.xy, 0);
float2 velocity = (velocityMap.xz + velocityMap.yw / 255.0) * 2.0 - 1.0;
int sampleCount = min(64, round(length(velocity * g_ViewportSize.xy)));
float2 sampleOffset = velocity / (float) sampleCount;
float3 color = sampColor.SampleLevel(sampColor_s, texCoord.xy, 0).rgb;
int count = 1;
for (int i = 1; i <= sampleCount; i++)
{
float2 sampleCoord = texCoord.xy + sampleOffset * i;
float3 sampleColor = sampColor.SampleLevel(sampColor_s, sampleCoord, 0).rgb;
float sampleDepth = sampZBuffer.SampleLevel(sampZBuffer_s, sampleCoord, 0).x;
if (sampleDepth - depth < 0.01)
{
color += sampleColor;
count += 1;
}
}
return float4(color / count, g_BlurRate.x * saturate(dot(abs(velocity), g_ViewportSize.xy) / 8.0) * saturate(count - 1));
}