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34 lines
1.4 KiB
34 lines
1.4 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// blurs colors by averages
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// bleeds alpha by max of current vs averages
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sampler g_texSampler : register( s0 );
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struct PS_INPUT
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{
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float2 uv : TEXCOORD0;
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};
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float2 g_vPsTapOffsets[2] : register( c0 );
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 cOut;
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cOut = tex2D( g_texSampler, float2( i.uv.x + g_vPsTapOffsets[0].x, i.uv.y + g_vPsTapOffsets[0].y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x , i.uv.y + g_vPsTapOffsets[0].y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x - g_vPsTapOffsets[0].x, i.uv.y + g_vPsTapOffsets[0].y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x + g_vPsTapOffsets[0].x, i.uv.y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x , i.uv.y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x - g_vPsTapOffsets[0].x, i.uv.y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x + g_vPsTapOffsets[0].x, i.uv.y - g_vPsTapOffsets[0].y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x , i.uv.y - g_vPsTapOffsets[0].y ) );
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cOut += tex2D( g_texSampler, float2( i.uv.x - g_vPsTapOffsets[0].x, i.uv.y - g_vPsTapOffsets[0].y ) );
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cOut *= (1.0f/9.0f);
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cOut.a = max( cOut.a * 1.0f, tex2D( g_texSampler, i.uv ).a ); //never reduce alpha, only increase it
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return saturate( cOut );
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}
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