bgfx/examples/16-shadowmaps/vs_shadowmaps_vblur.sc

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$input a_position, a_texcoord0
$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
/*
2014-01-13 17:45:18 -05:00
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_smSamplingParams;
#define u_yOffset u_smSamplingParams.w
void main()
{
float offset = u_viewTexel.y*u_yOffset;
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
v_texcoord1 = vec4(a_texcoord0.x, a_texcoord0.y - offset*1.0,
a_texcoord0.x, a_texcoord0.y + offset*1.0
);
v_texcoord2 = vec4(a_texcoord0.x, a_texcoord0.y - offset*2.0,
a_texcoord0.x, a_texcoord0.y + offset*2.0
);
v_texcoord3 = vec4(a_texcoord0.x, a_texcoord0.y - offset*3.0,
a_texcoord0.x, a_texcoord0.y + offset*3.0
);
v_texcoord4 = vec4(a_texcoord0.x, a_texcoord0.y - offset*4.0,
a_texcoord0.x, a_texcoord0.y + offset*4.0
);
}