bgfx/examples/16-shadowmaps/vs_shadowmaps_hblur.sc

33 строки
979 B
Scala

$input a_position, a_texcoord0
$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_smSamplingParams;
#define u_xOffset u_smSamplingParams.z
void main()
{
float offset = u_viewTexel.x*u_xOffset;
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
v_texcoord1 = vec4(a_texcoord0.x - offset*1.0, a_texcoord0.y,
a_texcoord0.x + offset*1.0, a_texcoord0.y
);
v_texcoord2 = vec4(a_texcoord0.x - offset*2.0, a_texcoord0.y,
a_texcoord0.x + offset*2.0, a_texcoord0.y
);
v_texcoord3 = vec4(a_texcoord0.x - offset*3.0, a_texcoord0.y,
a_texcoord0.x + offset*3.0, a_texcoord0.y
);
v_texcoord4 = vec4(a_texcoord0.x - offset*4.0, a_texcoord0.y,
a_texcoord0.x + offset*4.0, a_texcoord0.y
);
}