Buckets:
| /*============================================================================= | |
| DOFAndBloomGatherPixelShader.usf: Vertex shader for gathering the combined depth of field and bloom samples for blurring. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| /** The offsets used to sample the scene texture. */ | |
| float4 SampleOffsets[(NUM_SAMPLES + 1) / 2]; | |
| #if !XBOX | |
| /** The entry point. */ | |
| void Main( | |
| in float4 InPosition : POSITION, | |
| in float2 InUV : TEXCOORD0, | |
| out float4 OutOffsetUVs[(NUM_SAMPLES + 1) / 2] : TEXCOORD0, | |
| out float4 OutPosition : POSITION | |
| ) | |
| { | |
| OutPosition = InPosition; | |
| for(int OffsetIndex = 0;OffsetIndex < (NUM_SAMPLES + 1) / 2;OffsetIndex++) | |
| { | |
| OutOffsetUVs[OffsetIndex] = InUV.xyyx + SampleOffsets[OffsetIndex]; | |
| } | |
| } | |
| #else | |
| /** The entry point. */ | |
| void Main( | |
| in float4 InPosition : POSITION, | |
| in float2 InUV : TEXCOORD0, | |
| out float2 OutUV : TEXCOORD0, | |
| out float4 OutPosition : POSITION | |
| ) | |
| { | |
| OutPosition = InPosition; | |
| OutUV = InUV.xy + SampleOffsets[0].xy; | |
| } | |
| #endif | |
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