Buckets:
| /*============================================================================= | |
| FilterPixelShader.usf: Filter pixel shader source. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| #include "Common.usf" | |
| sampler2D FilterTexture; | |
| half4 SampleWeights[NUM_SAMPLES]; | |
| void Main( | |
| float4 InOffsetUVs[(NUM_SAMPLES + 1) / 2] : TEXCOORD0, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| int SampleIndex; | |
| half4 Sum = 0; | |
| for(SampleIndex = 0;SampleIndex < NUM_SAMPLES - 1;SampleIndex += 2) | |
| { | |
| Sum += tex2D(FilterTexture,InOffsetUVs[SampleIndex / 2].xy) * SampleWeights[SampleIndex + 0]; | |
| Sum += tex2D(FilterTexture,InOffsetUVs[SampleIndex / 2].wz) * SampleWeights[SampleIndex + 1]; | |
| } | |
| if(SampleIndex < NUM_SAMPLES) | |
| { | |
| Sum += tex2D(FilterTexture,InOffsetUVs[SampleIndex / 2].xy) * SampleWeights[SampleIndex + 0]; | |
| } | |
| // RETURN_COLOR not needed unless writing to SceneColor; | |
| OutColor = Sum; | |
| } | |
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