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