54 lines
1.6 KiB
HLSL
54 lines
1.6 KiB
HLSL
#include "common.hlsli"
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float3 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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float resize(float input, float factor, float offset)
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{
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return (input-0.5f+offset) / factor+0.5f-offset;
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}
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// Pixel
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uniform float4 screen_res;
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uniform float4 m_hud_params;
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uniform float4 m_zoom_deviation;
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uniform sampler2D s_vp2;
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float4 main ( v2p I ) : COLOR
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{
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// Ïðîèçâîäèì âûáîðêó ïðàâîé è ëåâîé ïîëîâèí òåêñòóðû ñ ñåòêîé
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float2 coords = I.tc0;
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coords.x *= 0.5;
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float4 base2 = tex2D(s_base, coords);
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coords.x += 0.5;
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float4 t_base = tex2D(s_base, coords);
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// Ìèêñóåì ïîëîâèíêè â ñîîòâåòñòâèè ñ òåêóùèì óðîâíåì ïîäñâåòêè
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t_base = lerp(base2, t_base, m_zoom_deviation.z);
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//ñäâèã îò ñîñòîÿíèÿ îðóæèÿ
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I.tc0.x = I.tc0.x+m_zoom_deviation.x;
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I.tc0.y = I.tc0.y+m_zoom_deviation.y;
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// Ðàñòÿãèâàåì êàðòèíêó â ëèíçå òàê, ÷òîáû íà ëþáîì ðàçðåøåíèè ýêðàíà áûëè ïðàâèëüíûå ïðîïîðöèè
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I.tc0.x = resize(I.tc0.x, screen_res.x/screen_res.y, 0);
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float4 t_vp2 = tex2D(s_vp2, I.tc0);
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float2 offset = distance(I.tc0, float2( .5f, .5f )) * float2(m_hud_params.z, m_hud_params.z);
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// Àááåðàöèÿ
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t_vp2.r = tex2D( s_vp2, I.tc0+offset).r;
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t_vp2.b = tex2D( s_vp2, I.tc0-offset).b;
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// Ìèêñóåì âñ¸ è ñîáèðàåì ôèíàëüíóþ êàðòèíêó
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float3 final = lerp(t_vp2, t_base, t_base.a);
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// out
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return float4(final.r, final.g, final.b, min(m_hud_params.y, m_hud_params.a));
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}
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