//This shader provides an automatic adaptive bloom effect based on screen brightness to scale the bloom effect
//released under creative commons license by attribution: http://creativecommons.org/licenses/by-sa/3.0/
//Shader code by Mark Blosser email: mjblosser@gmail.com website: www.mjblosser.com
string Description = "Adaptive Bloom by bond1 & TGC";
string Thumbnail = "Blur.png";
float2 ViewSize : ViewSize;
float deltatime : deltatime;

float PreBloomBoost 
<
	string UIWidget = "slider";
	float UIMax = 4.0;
	float UIMin = 0.0;
	float UIStep = 0.1;
> = 2.0f;

float BloomThreshold 
<
	string UIWidget = "slider";
	float UIMax = 1.0;
	float UIMin = 0.0;
	float UIStep = 0.05;
> = 0.9;

float PostContrast
<
	string UIWidget = "slider";
	float UIMax = 5.0;
	float UIMin = 0.0;
	float UIStep = 0.001;
> = 2.0f;

float PostBrightness
<
	string UIWidget = "slider";
	float UIMax = 1.0;
	float UIMin = 0.0;
	float UIStep = 0.001;
> = 0.4f;

float4 ScreenColor
<   string UIType = "Screen Color Effect";
> = {0.0f, 0.0f, 0.0f, 0.0f};

float4 OverallColor
<   string UIType = "Overall Color Effect";
> = {1.0f, 1.0f, 1.0f, 1.0f};

//9 sample gauss filter, declare in pixel offsets convert to texel offsets in PS
float4 GaussFilter[9] =
{
    { -1,  -1, 0,  0.0625 },
    { -1,   1, 0,  0.0625 },
    {  1,  -1, 0,  0.0625 },
    {  1,   1, 0,  0.0625 },
    { -1,   0, 0,  0.125  },
    {  1,   0, 0,  0.125  },
    {  0,  -1, 0,  0.125 },
    {  0,   1, 0,  0.125 },
    {  0,   0, 0,  0.25 },
};

// starting scene image
texture frame : RENDERCOLORTARGET
< 
	string ResourceName = "";
	float2 ViewportRatio = {1.0,1.0 };
>;
sampler2D frameSamp = sampler_state {
    Texture = < frame >;
    MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
    AddressU = Clamp; AddressV = Clamp;
};

//2x2 average luminosity texture
texture AvgLum2x2Img : RENDERCOLORTARGET 
< 
	string ResourceName = ""; 
	int width = 2;
	int height = 2;
>;
sampler2D AvgLum2x2ImgSamp = sampler_state {
    Texture = < AvgLum2x2Img >;
    MinFilter = Point; MagFilter = Point; MipFilter = Point;
    AddressU = Clamp; AddressV = Clamp;
};

//Average scene luminosity stored in 1x1 texture 
texture AvgLumFinal : RENDERCOLORTARGET 
< 
	string ResourceName = ""; 
	int width = 1;
	int height = 1;
>;
sampler2D AvgLumFinalSamp = sampler_state {
    Texture = < AvgLumFinal >;
    MinFilter = Point; MagFilter = Point; MipFilter = Point;
    AddressU = Clamp; AddressV = Clamp;
};

//reduce image to 1/8 size for brightpass
texture BrightpassImg : RENDERCOLORTARGET
< 
	string ResourceName = "";
	//float2 ViewportRatio = {0.125,0.125 };
	int width = 512;
	int height = 384;
	
>;
sampler2D BrightpassImgSamp = sampler_state {
    Texture = < BrightpassImg >;
    MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
    AddressU = Clamp; AddressV = Clamp;
};

//blur texture 1
texture Blur1Img : RENDERCOLORTARGET
< 
	string ResourceName = "";
	//float2 ViewportRatio = {0.125,0.125 };
	int width = 512;
	int height = 384;
	
>;
sampler2D Blur1ImgSamp = sampler_state {
    Texture = < Blur1Img >;
    MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
    AddressU = Clamp; AddressV = Clamp;
};

//blur texture 2
texture Blur2Img : RENDERCOLORTARGET
< 
	string ResourceName = "";
	//float2 ViewportRatio = {0.125,0.125 };
	int width = 512;
	int height = 384;
	
>;
sampler2D Blur2ImgSamp = sampler_state {
    Texture = < Blur2Img >;
    MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
    AddressU = Clamp; AddressV = Clamp;
};

struct input 
{
	float4 pos : POSITION;
	float2 uv : TEXCOORD0;
};
 
struct output 
{
	float4 pos: POSITION;
	float2 uv: TEXCOORD0;
};

output VS( input IN ) 
{
	output OUT;

	//quad needs to be shifted by half a pixel.
    //Go here for more info: http://www.sjbrown.co.uk/?article=directx_texels
	float4 oPos = float4( IN.pos.xy + float2( -1.0f/ViewSize.x, 1.0f/ViewSize.y ),0.0,1.0 );
	OUT.pos = oPos;
	float2 uv = (IN.pos.xy + 1.0) / 2.0;
	uv.y = 1 - uv.y; 
	OUT.uv = uv;
	
	return OUT;	
}

//takes original frame image and outputs to 2x2
float4 PSReduce( output IN, uniform sampler2D srcTex ) : COLOR
{
    float4 color = tex2D( srcTex, IN.uv );
    return color;    
}

//-----------------computes average luminosity for scene-----------------------------
float4 PSGlareAmount( output IN, uniform sampler2D srcTex ) : COLOR
{
    float4 GlareAmount = 0;
    
    //sample texture 4 times with offset texture coordinates
    float4 color1= tex2D( srcTex, IN.uv + float2(-0.5, -0.5) );
    float4 color2= tex2D( srcTex, IN.uv + float2(-0.5, 0.5) );
    float4 color3= tex2D( srcTex, IN.uv + float2(0.5, -0.5) );
    float4 color4= tex2D( srcTex, IN.uv + float2(0.5, 0.5) );
    
    //average these samples
    float3 AvgColor = saturate(color1.xyz * 0.25 + color2.xyz * 0.25 + color3.xyz * 0.25 + color4.xyz * 0.25);
    
    //convert to luminance
    AvgColor = dot(float3(0.3,0.59,0.11), AvgColor);
    GlareAmount.xyz = pow(AvgColor,2);
    
    //interpolation value to blend with previous frames
    GlareAmount.w = deltatime * 2;
       
    return GlareAmount;    
}

float4 PSBrightpass( output IN, uniform sampler2D srcTex, uniform sampler2D srcTex2  ) : COLOR
{
    //remove low luminance pixels, keeping only brightest
    float4 screen = tex2D(srcTex, IN.uv);  //original screen texture;
    float4 glaretex = tex2D(srcTex2, IN.uv);  //glareamount from 1x1 in previous pass
    float3 Brightest = saturate(screen.xyz - BloomThreshold);
    Brightest.xyz = pow(Brightest.xyz,2) * (1+glaretex.xyz) * PreBloomBoost;
    float4 color = float4(Brightest.xyz, 1);
    return color;    
}

float4 PSBlur( output IN, uniform sampler2D srcTex ) : COLOR
{
    float4 color = float4(0,0,0,0);
    
    //inverse view for correct pixel to texel mapping
    float2 ViewInv = float2( 1/ViewSize.x,1/ViewSize.y);   
    
    //sample and output average colors using gauss filter samples
    for(int i=0;i<9;i++)
    {
		float4 col = GaussFilter[i].w * tex2D(srcTex,IN.uv + float2(GaussFilter[i].x * ViewInv.x*2.5, GaussFilter[i].y *ViewInv.y*2.5));  
		color+=col;
    }
	
    return color;
}

float4 PSPresent( output IN, uniform sampler2D srcTex, uniform sampler2D srcTex2, uniform sampler2D srcTex3 ) : COLOR
{
	// sample screen texture with supersampled UV's
    float4 ScreenMap=tex2D( srcTex, IN.uv );
    float4 BloomMap=tex2D(srcTex2, IN.uv);
    float4 AmtMap=tex2D(srcTex3, IN.uv);
	
    //vignette J0linar -> added
    float2 vpos = (IN.uv - float2(0.5,0.5)) * 2 ;
    float dist = (dot(vpos, vpos)) ;
    dist =  1-0.4 * dist;
	
	// as scene gets brighter, reduce brightness effects of post process
    float ToneLuminance = dot(AmtMap.xyz, float3(0.3, 0.59, 0.11)) * 1.5;
	
    // add results based scene pixel brightness, J0linar -> added *dist; for vignette
    float4 MaxAmount = ScreenMap + BloomMap;
    float3 final = lerp(MaxAmount, ScreenMap, ToneLuminance)*dist;

    // add any screen color effect
    final.xyz += ScreenColor.xyz;

	// overall modulation control
    final.xyz *= OverallColor.xyz;

	// Apply contrast
	final.rgb = ((final.rgb - 0.5f) * max(PostContrast, 0)) + 0.5f;

	// Apply brightness
	final.rgb += PostBrightness;

	// final pixel color
    return float4(final,1);
}

technique dx9textured
<
	//specify where we want the original image to be put
	string RenderColorTarget = "frame";
>
{
	//1. first reduce to 2x2 and save in AvgLum2x2Img
	pass Reduce2x2
	<
		string RenderColorTarget = "AvgLum2x2Img";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSReduce( frameSamp );
	}
	
	//2. reduce to 1x1 and save in AvgLumFinalImg, using alpha blending to blend with previous frames
	pass Reduce1x1
	<
		string RenderColorTarget = "AvgLumFinal";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSGlareAmount( AvgLum2x2ImgSamp );
		AlphaBlendEnable = true;
		SrcBlend = SRCALPHA;
		DestBlend = INVSRCALPHA;
	}
	
	//3. remove low luminance pixels keeping only brightest for blurring in next pass
	pass Brightpass
	<
		string RenderColorTarget = "BrightpassImg";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSBrightpass( frameSamp, AvgLumFinalSamp );
	}
	
	//4. blur texture and save in Blur1Img
	pass Blur1
	<
		string RenderColorTarget = "Blur1Img";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSBlur( BrightpassImgSamp );
	}
	
	//5. repeat blur texture and save in Blur2Img
	pass Blur2
	<
		string RenderColorTarget = "Blur2Img";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSBlur( Blur1ImgSamp );
	}
	
	//6. repeat blur again
	pass Blur3
	<
		string RenderColorTarget = "Blur1Img";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSBlur( Blur2ImgSamp );
	}
	
	pass Blur4
	<
		string RenderColorTarget = "Blur2Img";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSBlur( Blur1ImgSamp );
	}
	
	pass Blur5
	<
		string RenderColorTarget = "Blur1Img";
	>
	{
		ZEnable = False;
		VertexShader = compile vs_1_1 VS();
		PixelShader = compile ps_2_0 PSBlur( Blur2ImgSamp );
	}
	
	//send the combined image to the screen
	pass Present
	<
		string RenderColorTarget = "";
	>
	{
		VertexShader = compile vs_3_0 VS();
		PixelShader = compile ps_3_0 PSPresent( frameSamp, Blur1ImgSamp, AvgLumFinalSamp );
	}
}
