#shader CCameraBlurFilter #attribute position4 #attribute uv4 #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec4 posIn; layout(location=1) in vec4 uvIn; UBINDING0 uniform CameraBlurUniform { vec4 uv0; vec4 uv1; vec4 uv2; vec4 uv3; vec4 uv4; vec4 uv5; float opacity; }; struct VertToFrag { vec2 uvReg; vec2 uv0; vec2 uv1; vec2 uv2; vec2 uv3; vec2 uv4; vec2 uv5; float opacity; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.uvReg = uvIn.xy; vtf.uv0 = uv0.xy + uvIn.xy; vtf.uv1 = uv1.xy + uvIn.xy; vtf.uv2 = uv2.xy + uvIn.xy; vtf.uv3 = uv3.xy + uvIn.xy; vtf.uv4 = uv4.xy + uvIn.xy; vtf.uv5 = uv5.xy + uvIn.xy; vtf.opacity = opacity; gl_Position = vec4(posIn.xyz, 1.0); } #fragment glsl struct VertToFrag { vec2 uvReg; vec2 uv0; vec2 uv1; vec2 uv2; vec2 uv3; vec2 uv4; vec2 uv5; float opacity; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; TBINDING0 uniform sampler2D sceneTex; void main() { vec4 colorSample = texture(sceneTex, vtf.uvReg) * 0.14285715; colorSample += texture(sceneTex, vtf.uv0) * 0.14285715; colorSample += texture(sceneTex, vtf.uv1) * 0.14285715; colorSample += texture(sceneTex, vtf.uv2) * 0.14285715; colorSample += texture(sceneTex, vtf.uv3) * 0.14285715; colorSample += texture(sceneTex, vtf.uv4) * 0.14285715; colorSample += texture(sceneTex, vtf.uv5) * 0.14285715; colorOut = vec4(colorSample.rgb, vtf.opacity); } #vertex hlsl struct VertData { float4 posIn : POSITION; float4 uvIn : UV; }; cbuffer CameraBlurUniform : register(b0) { float4 uv0; float4 uv1; float4 uv2; float4 uv3; float4 uv4; float4 uv5; float opacity; }; struct VertToFrag { float4 position : SV_Position; float2 uvReg : UV6; float2 uv0 : UV0; float2 uv1 : UV1; float2 uv2 : UV2; float2 uv3 : UV3; float2 uv4 : UV4; float2 uv5 : UV5; float opacity : OPACITY; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.uvReg = v.uvIn.xy; vtf.uvReg.y = 1.0 - vtf.uvReg.y; vtf.uv0 = uv0.xy + v.uvIn.xy; vtf.uv0.y = 1.0 - vtf.uv0.y; vtf.uv1 = uv1.xy + v.uvIn.xy; vtf.uv1.y = 1.0 - vtf.uv1.y; vtf.uv2 = uv2.xy + v.uvIn.xy; vtf.uv2.y = 1.0 - vtf.uv2.y; vtf.uv3 = uv3.xy + v.uvIn.xy; vtf.uv3.y = 1.0 - vtf.uv3.y; vtf.uv4 = uv4.xy + v.uvIn.xy; vtf.uv4.y = 1.0 - vtf.uv4.y; vtf.uv5 = uv5.xy + v.uvIn.xy; vtf.uv5.y = 1.0 - vtf.uv5.y; vtf.opacity = opacity; vtf.position = float4(v.posIn.xyz, 1.0); return vtf; } #fragment hlsl Texture2D sceneTex : register(t0); SamplerState samp : register(s0); struct VertToFrag { float4 position : SV_Position; float2 uvReg : UV6; float2 uv0 : UV0; float2 uv1 : UV1; float2 uv2 : UV2; float2 uv3 : UV3; float2 uv4 : UV4; float2 uv5 : UV5; float opacity : OPACITY; }; float4 main(in VertToFrag vtf) : SV_Target0 { float4 colorSample = sceneTex.Sample(samp, vtf.uvReg) * 0.14285715; colorSample += sceneTex.Sample(samp, vtf.uv0) * 0.14285715; colorSample += sceneTex.Sample(samp, vtf.uv1) * 0.14285715; colorSample += sceneTex.Sample(samp, vtf.uv2) * 0.14285715; colorSample += sceneTex.Sample(samp, vtf.uv3) * 0.14285715; colorSample += sceneTex.Sample(samp, vtf.uv4) * 0.14285715; colorSample += sceneTex.Sample(samp, vtf.uv5) * 0.14285715; return float4(colorSample.rgb, vtf.opacity); } #vertex metal struct VertData { float4 posIn [[ attribute(0) ]]; float4 uvIn [[ attribute(1) ]]; }; struct CameraBlurUniform { float4 uv0; float4 uv1; float4 uv2; float4 uv3; float4 uv4; float4 uv5; float opacity; }; struct VertToFrag { float4 position [[ position ]]; float2 uvReg; float2 uv0; float2 uv1; float2 uv2; float2 uv3; float2 uv4; float2 uv5; float opacity; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant CameraBlurUniform& cbu [[ buffer(2) ]]) { VertToFrag vtf; vtf.uvReg = v.uvIn.xy; vtf.uvReg.y = 1.0 - vtf.uvReg.y; vtf.uv0 = cbu.uv0.xy + v.uvIn.xy; vtf.uv0.y = 1.0 - vtf.uv0.y; vtf.uv1 = cbu.uv1.xy + v.uvIn.xy; vtf.uv1.y = 1.0 - vtf.uv1.y; vtf.uv2 = cbu.uv2.xy + v.uvIn.xy; vtf.uv2.y = 1.0 - vtf.uv2.y; vtf.uv3 = cbu.uv3.xy + v.uvIn.xy; vtf.uv3.y = 1.0 - vtf.uv3.y; vtf.uv4 = cbu.uv4.xy + v.uvIn.xy; vtf.uv4.y = 1.0 - vtf.uv4.y; vtf.uv5 = cbu.uv5.xy + v.uvIn.xy; vtf.uv5.y = 1.0 - vtf.uv5.y; vtf.opacity = cbu.opacity; vtf.position = float4(v.posIn.xyz, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float2 uvReg; float2 uv0; float2 uv1; float2 uv2; float2 uv3; float2 uv4; float2 uv5; float opacity; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d sceneTex [[ texture(0) ]]) { float4 colorSample = sceneTex.sample(samp, vtf.uvReg) * 0.14285715; colorSample += sceneTex.sample(samp, vtf.uv0) * 0.14285715; colorSample += sceneTex.sample(samp, vtf.uv1) * 0.14285715; colorSample += sceneTex.sample(samp, vtf.uv2) * 0.14285715; colorSample += sceneTex.sample(samp, vtf.uv3) * 0.14285715; colorSample += sceneTex.sample(samp, vtf.uv4) * 0.14285715; colorSample += sceneTex.sample(samp, vtf.uv5) * 0.14285715; return float4(colorSample.rgb, vtf.opacity); }