mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 07:45:40 +00:00
53 lines
No EOL
2.2 KiB
HLSL
53 lines
No EOL
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 "torque.hlsl"
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uniform sampler2D colorSource : register(S0);
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uniform float4 offscreenTargetParams;
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#ifdef TORQUE_LINEAR_DEPTH
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#define REJECT_EDGES
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uniform sampler2D edgeSource : register(S1);
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uniform float4 edgeTargetParams;
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#endif
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float4 main( float4 offscreenPos : TEXCOORD0, float4 backbufferPos : TEXCOORD1 ) : COLOR
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{
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// Off-screen particle source screenspace position in XY
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// Back-buffer screenspace position in ZW
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float4 ssPos = float4(offscreenPos.xy / offscreenPos.w, backbufferPos.xy / backbufferPos.w);
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float4 uvScene = ( ssPos + 1.0 ) / 2.0;
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uvScene.yw = 1.0 - uvScene.yw;
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uvScene.xy = viewportCoordToRenderTarget(uvScene.xy, offscreenTargetParams);
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#ifdef REJECT_EDGES
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// Cut out particles along the edges, this will create the stencil mask
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uvScene.zw = viewportCoordToRenderTarget(uvScene.zw, edgeTargetParams);
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float edge = tex2D( edgeSource, uvScene.zw ).r;
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clip( -edge );
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#endif
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// Sample offscreen target and return
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return tex2D( colorSource, uvScene.xy );
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} |