mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-27 15:25:40 +00:00
30 lines
1.2 KiB
HLSL
30 lines
1.2 KiB
HLSL
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#include "shaders/common/postFx/postFx.hlsl"
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#include "shadergen:/autogenConditioners.h"
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#include "../../torque.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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uniform float DreamViewIntensity;
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float4 main(PFXVertToPix IN) : TORQUE_TARGET0
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{
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float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
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base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.001 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.003 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.005 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.007 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.009 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.011 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.001 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.003 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.005 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.007 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.009 * DreamViewIntensity));
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base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.011 * DreamViewIntensity));
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base.rgb = (base.r + base.g + base.b)/3.0;
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base = base / 9.5;
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return base;
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}
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