mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
55 lines
2.2 KiB
HLSL
55 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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float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSample )
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{
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// This is here to disable the blend if none of
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// the neighbors equal the current id.
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//
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// We depend on the input layer samples being
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// rounded to the correct integer ids.
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//
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float4 diff = saturate( abs( layerSample - texId ) );
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float noBlend = any( 1 - diff );
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// Check if any of the layer samples
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// match the current texture id.
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float4 factors = 0;
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[unroll]
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for(int i = 0; i < 4; i++)
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if(layerSample[i] == texId)
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factors[i] = 1;
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// This is a custom bilinear filter.
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float2 uv = layerCoord * layerSize;
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float2 xy = floor( uv );
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float2 ratio = uv - xy;
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float2 opposite = 1 - ratio;
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// NOTE: This will optimize down to two lerp operations.
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float blend = ( factors.b * opposite.x + factors.g * ratio.x ) * opposite.y +
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( factors.r * opposite.x + factors.a * ratio.x ) * ratio.y;
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return noBlend * blend;
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}
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