26 lines
986 B
HLSL
26 lines
986 B
HLSL
#include "fluid_common_render.hlsli"
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// Vertex
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// A full-screen edge detection pass to locate artifacts
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VS_OUTPUT_EDGE main(VS_INPUT input)
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{
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VS_OUTPUT_EDGE output = (VS_OUTPUT_EDGE)0;
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output.position = float4(input.pos, 1);
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float2 texelSize = 1.0 / float2(RTWidth, RTHeight);
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float2 center = float2((input.pos.x + 1) / 2.0, 1.0 - (input.pos.y + 1) / 2.0);
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// Eight nearest neighbours needed for Sobel.
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output.textureUV00 = center + float2(-texelSize.x, -texelSize.y);
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output.textureUV01 = center + float2(-texelSize.x, 0);
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output.textureUV02 = center + float2(-texelSize.x, texelSize.y);
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output.textureUV10 = center + float2(0, -texelSize.y);
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output.textureUV12 = center + float2(0, texelSize.y);
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output.textureUV20 = center + float2(texelSize.x, -texelSize.y);
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output.textureUV21 = center + float2(texelSize.x, 0);
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output.textureUV22 = center + float2(texelSize.x, texelSize.y);
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return output;
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}
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