sqwarmed/sdk_src/materialsystem/stdshaders/blurgaussian_3x3_ps2x.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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 = 0.25 * tex2D( g_texSampler, i.uv + g_vPsTapOffsets[0] );
cOut += 0.25 * tex2D( g_texSampler, i.uv - g_vPsTapOffsets[0] );
cOut += 0.25 * tex2D( g_texSampler, i.uv + g_vPsTapOffsets[1] );
cOut += 0.25 * tex2D( g_texSampler, i.uv - g_vPsTapOffsets[1] );
return cOut;
}