mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-24 13:55:34 +00:00
63 lines
2.3 KiB
HLSL
63 lines
2.3 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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uniform sampler2D diffuseMap : register(S0);
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struct VertToPix
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{
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float4 hpos : 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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float4 main( VertToPix IN ) : COLOR
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{
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float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * 0.5f;
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float4 OUT = 0;
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OUT += tex2D( diffuseMap, IN.uv0 ) * kernel.x;
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OUT += tex2D( diffuseMap, IN.uv1 ) * kernel.y;
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OUT += tex2D( diffuseMap, IN.uv2 ) * kernel.z;
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OUT += tex2D( diffuseMap, IN.uv3 ) * kernel.w;
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OUT += tex2D( diffuseMap, IN.uv4 ) * kernel.x;
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OUT += tex2D( diffuseMap, IN.uv5 ) * kernel.y;
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OUT += tex2D( diffuseMap, IN.uv6 ) * kernel.z;
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OUT += tex2D( diffuseMap, IN.uv7 ) * kernel.w;
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// Calculate a lumenance value in the alpha so we
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// can use alpha test to save fillrate.
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float3 rgb2lum = float3( 0.30, 0.59, 0.11 );
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OUT.a = dot( OUT.rgb, rgb2lum );
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return OUT;
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}
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