| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144 |
- Parameters =
- {
- #ifdef ENABLE_MSAA
- Texture2DMS gSource;
- int gNumSamples;
- #else
- Texture2D gSource;
- #endif
- };
- Technique =
- {
- Language = "HLSL11";
-
- Pass =
- {
- DepthRead = false;
- DepthWrite = false;
-
- Common =
- {
- struct VStoFS
- {
- float4 position : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- };
- };
-
- Vertex =
- {
- struct VertexInput
- {
- float2 screenPos : POSITION;
- float2 uv0 : TEXCOORD0;
- };
-
- VStoFS main(VertexInput input)
- {
- VStoFS output;
-
- output.position = float4(input.screenPos, 0, 1);
- output.uv0 = input.uv0;
- return output;
- }
- };
-
- Fragment =
- {
- #ifdef ENABLE_MSAA
-
- int gNumSamples;
- Texture2DMS<float4> gSource : register(t0);
-
- float4 main(VStoFS input) : SV_Target0
- {
- int2 iUV = trunc(input.uv0);
-
- float4 sum = float4(0, 0, 0, 0);
- for(int i = 0; i < gNumSamples; i++)
- sum += gSource.Load(iUV, i);
-
- return sum / gNumSamples;
- }
-
- #else
-
- Texture2D<float4> gSource : register(t0);
-
- float4 main(VStoFS input) : SV_Target0
- {
- int2 iUV = trunc(input.uv0);
- return gSource.Load(int3(iUV.xy, 0));
- }
-
- #endif
- };
- };
- };
- Technique =
- {
- Language = "GLSL";
-
- Pass =
- {
- DepthRead = false;
- DepthWrite = false;
-
- Vertex =
- {
- in vec2 bs_position;
- in vec2 bs_texcoord0;
- out vec2 texcoord0;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- gl_Position = vec4(bs_position, 0, 1);
- texcoord0 = bs_texcoord0;
- }
- };
-
- Fragment =
- {
- in vec2 texcoord0;
- out vec4 fragColor;
-
- #ifdef ENABLE_MSAA
-
- uniform int gNumSamples;
- uniform sampler2DMS gSource;
-
- void main()
- {
- vec2 uv = trunc(texcoord0);
- ivec2 iUV = ivec2(uv.x, uv.y);
-
- vec4 sum = vec4(0, 0, 0, 0);
- for(int i = 0; i < gNumSamples; i++)
- sum += texelFetch(gSource, iUV, i);
-
- fragColor = sum / gNumSamples;
- }
-
- #else
-
- uniform sampler2D gSource;
-
- void main()
- {
- vec2 uv = trunc(texcoord0);
- ivec2 iUV = ivec2(uv.x, uv.y);
- fragColor = texelFetch(gSource, iUV, 0);
- }
-
- #endif
- };
- };
- };
|