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- #include "$ENGINE$\PPBase.bslinc"
- #include "$ENGINE$\PPGaussianBlurCommon.bslinc"
- shader PPGaussianBlur
- {
- mixin PPBase;
- mixin PPGaussianBlurCommon;
-
- variations
- {
- ADDITIVE = { false, true };
- };
- code
- {
- Texture2D gInputTex;
-
- [alias(gInputTex)]
- SamplerState gInputSamp
- {
- AddressU = BORDER;
- AddressV = BORDER;
- BorderColor = 0;
- };
-
- #if ADDITIVE
- Texture2D gAdditiveTex;
-
- [alias(gAdditiveTex)]
- SamplerState gAdditiveSamp
- {
- AddressU = BORDER;
- AddressV = BORDER;
- BorderColor = 0;
- };
- #endif
-
- float4 fsmain(VStoFS input) : SV_Target0
- {
- float4 output = gaussianBlur(gInputTex, gInputSamp, input.uv0);
-
- #if ADDITIVE
- output += gAdditiveTex.SampleLevel(gAdditiveSamp, input.uv0, 0);
- #endif
-
- return output;
- }
- };
- };
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