bgfx/examples/09-hdr/vs_hdr_blur.sc

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$input a_position, a_texcoord0
$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
v_texcoord1 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*1.0,
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*1.0
);
v_texcoord2 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*2.0,
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*2.0
);
v_texcoord3 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*3.0,
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*3.0
);
v_texcoord4 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*4.0,
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*4.0
);
}