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32 lines
1.1 KiB
32 lines
1.1 KiB
// ======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ====== |
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// |
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// Run procedural glint generation inner loop in pixel shader (ps_2_0) |
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// |
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// ============================================================================= |
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struct PS_INPUT |
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{ |
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float2 tc : TEXCOORD0; // Interpolated coordinate of current texel |
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float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint |
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float3 glintColor : TEXCOORD2; // Uniform value of color of glint |
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}; |
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float GlintGaussSpotCoefficient( float2 d ) |
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{ |
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return saturate( exp( -25.0f * dot(d, d) ) ); |
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} |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float2 uv = i.tc - i.glintCenter; // This texel relative to glint center |
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float intensity = GlintGaussSpotCoefficient( uv + float2(-0.25f, -0.25f) ) + |
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GlintGaussSpotCoefficient( uv + float2( 0.25f, -0.25f) ) + |
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5 * GlintGaussSpotCoefficient( uv ) + |
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GlintGaussSpotCoefficient( uv + float2(-0.25f, 0.25f) ) + |
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GlintGaussSpotCoefficient( uv + float2( 0.25f, 0.25f) ); |
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intensity *= 4.0f/9.0f; |
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return float4( intensity * i.glintColor, 1.0f ); |
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} |