Torque3D/Templates/Empty/game/shaders/common/postFx/VolFogGlowP.hlsl
2016-03-20 21:50:21 +10:00

74 lines
2.9 KiB
HLSL

//-----------------------------------------------------------------------------
// 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;
}