#include "shaders/common/postFx/postFx.hlsl" #include "shadergen:/autogenConditioners.h" #include "../../torque.hlsl" TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0); uniform float DreamViewIntensity; float4 main(PFXVertToPix IN) : TORQUE_TARGET0 { float4 base = TORQUE_TEX2D(backBuffer, IN.uv0); base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.001 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.003 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.005 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.007 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.009 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0+(0.011 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.001 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.003 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.005 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.007 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.009 * DreamViewIntensity)); base += TORQUE_TEX2D(backBuffer, IN.uv0-(0.011 * DreamViewIntensity)); base.rgb = (base.r + base.g + base.b)/3.0; base = base / 9.5; return base; }