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// ======= Copyright � 1996-2007, 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 );
}
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