mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 08:34:40 +00:00
63 lines
2.2 KiB
HLSL
63 lines
2.2 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./postFx.hlsl"
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#include "./../torque.hlsl"
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uniform float2 texSize0;
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struct VertToPix
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{
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float4 hpos : TORQUE_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float2 uv3 : TEXCOORD3;
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float2 uv4 : TEXCOORD4;
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float2 uv5 : TEXCOORD5;
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float2 uv6 : TEXCOORD6;
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float2 uv7 : TEXCOORD7;
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};
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VertToPix main( PFXVert IN )
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{
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VertToPix OUT;
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OUT.hpos = float4(IN.pos,1.0);
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float2 uv = IN.uv + (0.5f / texSize0);
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OUT.uv0 = uv + ( ( BLUR_DIR * 3.5f ) / texSize0 );
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OUT.uv1 = uv + ( ( BLUR_DIR * 2.5f ) / texSize0 );
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OUT.uv2 = uv + ( ( BLUR_DIR * 1.5f ) / texSize0 );
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OUT.uv3 = uv + ( ( BLUR_DIR * 0.5f ) / texSize0 );
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OUT.uv4 = uv - ( ( BLUR_DIR * 3.5f ) / texSize0 );
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OUT.uv5 = uv - ( ( BLUR_DIR * 2.5f ) / texSize0 );
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OUT.uv6 = uv - ( ( BLUR_DIR * 1.5f ) / texSize0 );
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OUT.uv7 = uv - ( ( BLUR_DIR * 0.5f ) / texSize0 );
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return OUT;
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}
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