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https://github.com/TorqueGameEngines/Torque3D.git
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WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings Updated WIP options menu Editor/Project settings WIP Updated editor theme to be consistent, and feed off the editor settings Updated popup menus to reference renamed profiles Added more in-progress modules for examples/stress testing
39 lines
No EOL
1.1 KiB
HLSL
39 lines
No EOL
1.1 KiB
HLSL
#include "shaders/common/postFx/postFx.hlsl"
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#include "shadergen:/autogenConditioners.h"
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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uniform float time;
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uniform float sizeX; // rt_w
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uniform float sizeY; // rt_h
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uniform float stitching_size = 6.0;
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uniform int invert = 0;
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float4 main(PFXVertToPix IN) : TORQUE_TARGET0
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{
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float4 base = float4(0.0, 0.0, 0.0, 0.0);
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float size = stitching_size;
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float2 cPos = IN.uv0 * float2(sizeX, sizeY);
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float2 tlPos = floor(cPos / float2(size, size));
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tlPos *= size;
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int remX = int(cPos.x % size);
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int remY = int(cPos.y % size);
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if (remX == 0 && remY == 0)
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tlPos = cPos;
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float2 blPos = tlPos;
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blPos.y += (size - 1.0);
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1)
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base = float4(0.2, 0.15, 0.05, 1.0);
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else
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base = TORQUE_TEX2D(backBuffer, tlPos * float2(1.0/sizeX, 1.0/sizeY)) * 1.4;
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}
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else
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{
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if (invert == 1)
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base = TORQUE_TEX2D(backBuffer, tlPos * float2(1.0/sizeX, 1.0/sizeY)) * 1.4;
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else
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base = float4(0.0, 0.0, 0.0, 1.0);
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}
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return base;
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} |