e4s-sdk/gamedata/shaders/r3/fluid_edge_detect.vs
2026-06-17 23:06:51 +03:00

27 lines
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1 KiB
GLSL

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