mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
34 lines
807 B
HLSL
34 lines
807 B
HLSL
sampler s0;
|
|
|
|
static const float2 rcpres =
|
|
{
|
|
0.0015625,
|
|
0.0020833333333333333333333333333333
|
|
};
|
|
|
|
float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
|
|
{
|
|
float4 Color = 0;
|
|
|
|
Color += tex2D( s0, float2(Tex.x, Tex.y));
|
|
Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
|
|
Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
|
|
Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
|
|
Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
|
|
|
|
return Color * 0.2;
|
|
}
|
|
|
|
float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
|
|
{
|
|
float4 Color = tex2D(s0, Tex);
|
|
return Color * saturate(1.8 - (length(Tex - 0.5)*2));
|
|
}
|
|
|
|
Technique blur
|
|
{
|
|
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
|
|
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
|
|
Pass P2 { PixelShader = compile ps_2_0 Blur(); }
|
|
Pass P3 { PixelShader = compile ps_2_0 Blind(); }
|
|
} |