sqwarmed/sdk_src/materialsystem/stdshaders/blurentity_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// blurs colors by averages
// bleeds alpha by max of current vs averages
sampler g_texSampler : register( s0 );
struct PS_INPUT
{
float2 uv : TEXCOORD0;
};
float2 g_vPsTapOffsets[2] : register( c0 );
float4 main( PS_INPUT i ) : COLOR
{
float4 cOut;
cOut = tex2D( g_texSampler, float2( i.uv.x + g_vPsTapOffsets[0].x, i.uv.y + g_vPsTapOffsets[0].y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x , i.uv.y + g_vPsTapOffsets[0].y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x - g_vPsTapOffsets[0].x, i.uv.y + g_vPsTapOffsets[0].y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x + g_vPsTapOffsets[0].x, i.uv.y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x , i.uv.y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x - g_vPsTapOffsets[0].x, i.uv.y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x + g_vPsTapOffsets[0].x, i.uv.y - g_vPsTapOffsets[0].y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x , i.uv.y - g_vPsTapOffsets[0].y ) );
cOut += tex2D( g_texSampler, float2( i.uv.x - g_vPsTapOffsets[0].x, i.uv.y - g_vPsTapOffsets[0].y ) );
cOut *= (1.0f/9.0f);
cOut.a = max( cOut.a * 1.0f, tex2D( g_texSampler, i.uv ).a ); //never reduce alpha, only increase it
return saturate( cOut );
}