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

63 lines
2.2 KiB
HLSL

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#include "./postFx.hlsl"
#include "./../torque.hlsl"
uniform float2 texSize0;
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;
};
VertToPix main( PFXVert IN )
{
VertToPix OUT;
OUT.hpos = float4(IN.pos,1.0);
float2 uv = IN.uv + (0.5f / texSize0);
OUT.uv0 = uv + ( ( BLUR_DIR * 3.5f ) / texSize0 );
OUT.uv1 = uv + ( ( BLUR_DIR * 2.5f ) / texSize0 );
OUT.uv2 = uv + ( ( BLUR_DIR * 1.5f ) / texSize0 );
OUT.uv3 = uv + ( ( BLUR_DIR * 0.5f ) / texSize0 );
OUT.uv4 = uv - ( ( BLUR_DIR * 3.5f ) / texSize0 );
OUT.uv5 = uv - ( ( BLUR_DIR * 2.5f ) / texSize0 );
OUT.uv6 = uv - ( ( BLUR_DIR * 1.5f ) / texSize0 );
OUT.uv7 = uv - ( ( BLUR_DIR * 0.5f ) / texSize0 );
return OUT;
}