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| /*============================================================================= | |
| DistortApplyScreenPixelShader.usf: Pixel shader for rendering screen distortion pass | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| static const half InvDistortionScaleBias = 1 / 4.0f; | |
| /** | |
| * contains accumulated distortion values as | |
| * R=positive horizontal offset | |
| * G=positive vertical offset | |
| * B=negative horizontal offset | |
| * A=negative vertical offset | |
| */ | |
| sampler2D AccumulatedDistortionTexture; | |
| /** distorts screen texture using accumulated distortion offsets */ | |
| void Main( | |
| in float2 TexCoord: TEXCOORD0, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| // sample accumulated distortion and apply inverse scale | |
| half4 AccumDist = tex2D(AccumulatedDistortionTexture,TexCoord); | |
| // offset = [R-B,G-A] and flip Y | |
| half2 DistOffset = (AccumDist.rg - AccumDist.ba) * half2(InvDistortionScaleBias,-InvDistortionScaleBias); | |
| // sample screen using offset coords | |
| half3 DistColor = tex2D(SceneColorTexture, TexCoord + DistOffset).xyz; | |
| OutColor = half4(DistColor,0); | |
| // sample screen using offset coords, distorting both scene color and depth | |
| half4 DistColor = CalcFullSceneColor(TexCoord + DistOffset); | |
| OutColor = RETURN_COLOR( DistColor ); | |
| } |
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