LADXHD/Content/Shader/RoundedCornerEffectBlur.fx

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2023-12-14 22:21:22 +00:00
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_1
#endif
Texture2D sprBlur;
sampler sampler0 : register(s0) {
Filter = POINT;
};
sampler sampler1 : register(s1) {
Texture = (sprBlur);
};
float4 blurColor;
float radius = 2.5f;
float scale = 1;
int width, height;
int textureWidth, textureHeight;
float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
{
#if OPENGL
pos.y = height - pos.y;
#endif
float posX = coords.x * width;
float posY = coords.y * height;
float distX = min(posX, abs(posX - width));
float distY = min(posY, abs(posY - height));
float circle = 1;
if (distX < radius && distY < radius)
{
float a = radius - distX;
float b = radius - distY;
float dist = clamp((radius - sqrt(a * a + b * b)) * scale, 0, 1);
circle = dist;
}
else
{
float distEdge = clamp(min(distX, distY) * scale, 0, 1);
circle = distEdge;
}
if (radius == 0)
circle = 1;
float4 textureSample = tex2D(sampler0, float2(coords.x, coords.y));
float4 blurSample = tex2D(sampler1, float2(pos.x / textureWidth, pos.y / textureHeight));
return ((blurSample * blurColor * (1 - color1.a) + color1) * textureSample.r + textureSample * (1 - textureSample.r) * blurColor) * circle;
}
technique Technique1
{
pass Pass1
{
PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
}
}