2013-12-19 19:32:50 +01:00

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// Simple blur filter
const float2 samples[8] = {
{-1, 1},
{-1, 0},
{-1, -1},
{0, -1},
{1, -1},
{1, 0},
{1, 1},
{0, 1}
};
float4 blur(
in float2 texCoord: TEXCOORD0,
uniform float sampleDistance: register(c0),
uniform sampler Blur0: register(s0)
) : COLOR
{
float4 sum = tex2D(Blur0, texCoord);
for (int i = 0; i < 8; ++i){
sum += tex2D(Blur0, texCoord + sampleDistance * samples[i]);
}
return sum / 9;
}
float4 blend
(
in float2 texCoord: TEXCOORD0,
uniform sampler Blur0 : register(s0),
uniform sampler Blur1 : register(s1),
uniform float focus: register(c0),
uniform float range: register(c1)
) : COLOR
{
float4 sharp = tex2D(Blur0, texCoord);
float4 blur = tex2D(Blur1, texCoord);
// alpha channel of sharp RT has depth info
return lerp(sharp, blur, saturate(range * abs(focus - sharp.a)));
}