Counter Strike : Global Offensive Source Code
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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 ); }
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