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1 | void main_fp(float2 texCoord: TEXCOORD0,
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2 | float2 subTexCoord: TEXCOORD1,
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3 | uniform sampler2D indirectTexture,
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4 | uniform sampler2D sourceTexture,
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5 | uniform float epsilonX,
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6 | uniform float epsilonY,
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7 | uniform float sourceTextureSize,
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8 | uniform float numSamples,
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9 | uniform float sqrtNumSamples,
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10 | out float4 ocolor: COLOR)
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11 | {
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12 | ocolor = float4(0.0, 0.0, 0.0, 0.0);
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13 | float2 epsilon = float2(epsilonX, epsilonY);
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14 | float4 value = tex2D(indirectTexture, subTexCoord).xyzw;
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15 | float2 coords = float2(0.0, 1.0) - abs(texCoord - ( value.xy - epsilon ) );
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16 |
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17 | if (value.z != 0.0)
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18 | {
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19 | float2 newcoord = (float2(1.0, 1.0) - value.zw) + ((coords * sourceTextureSize) / sqrtNumSamples);
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20 | ocolor = float4(tex2D(sourceTexture, newcoord).xyzw);
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21 | }
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22 | } |
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