//----------------------------------------------------------------------------- // Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands // http://www.richardsgamestudio.com/ // // If you find this code useful or you are feeling particularly generous I // would ask that you please go to http://www.richardsgamestudio.com/ then // choose Donations from the menu on the left side and make a donation to // Richards Game Studio. It will be highly appreciated. // // The MIT License: // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // Volumetric Fog Glow postFx pixel shader V1.00 #include "./postFx.hlsl" TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0); uniform float strength; struct VertToPix { float4 hpos : TORQUE_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float2 uv3 : TEXCOORD3; float2 uv4 : TEXCOORD4; float2 uv5 : TEXCOORD5; float2 uv6 : TEXCOORD6; float2 uv7 : TEXCOORD7; }; float4 main( VertToPix IN ) : TORQUE_TARGET0 { float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * strength; float4 OUT = 0; OUT += TORQUE_TEX2D( diffuseMap, IN.uv0 ) * kernel.x; OUT += TORQUE_TEX2D( diffuseMap, IN.uv1 ) * kernel.y; OUT += TORQUE_TEX2D( diffuseMap, IN.uv2 ) * kernel.z; OUT += TORQUE_TEX2D( diffuseMap, IN.uv3 ) * kernel.w; OUT += TORQUE_TEX2D( diffuseMap, IN.uv4 ) * kernel.x; OUT += TORQUE_TEX2D( diffuseMap, IN.uv5 ) * kernel.y; OUT += TORQUE_TEX2D( diffuseMap, IN.uv6 ) * kernel.z; OUT += TORQUE_TEX2D( diffuseMap, IN.uv7 ) * kernel.w; // Calculate a lumenance value in the alpha so we // can use alpha test to save fillrate. float3 rgb2lum = float3( 0.30, 0.59, 0.11 ); OUT.a = dot( OUT.rgb, rgb2lum ); return OUT; }