mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 07:00:58 +00:00
Added SMAA shaders to renderprogs manifest
This commit is contained in:
parent
e2e4295556
commit
e1195615a3
2 changed files with 473 additions and 0 deletions
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@ -84,6 +84,12 @@ return
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"simpleshade.vertex",
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"skybox.pixel",
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"skybox.vertex",
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"SMAA_blending_weight_calc.pixel",
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"SMAA_blending_weight_calc.vertex",
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"SMAA_edge_detection.pixel",
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"SMAA_edge_detection.vertex",
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"SMAA_final.pixel",
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"SMAA_final.vertex",
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"stereoDeGhost.pixel",
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"stereoDeGhost.vertex",
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"stereoInterlace.pixel",
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@ -8057,6 +8057,473 @@ static const cgShaderDef_t cg_renderprogs[] =
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},
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{
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"renderprogs/SMAA_blending_weight_calc.pixel",
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"/*\n"
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"===========================================================================\n"
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"\n"
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"Doom 3 BFG Edition GPL Source Code\n"
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"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
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"Copyright (C) 2015 Robert Beckebans\n"
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"\n"
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"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
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"\n"
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"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
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"it under the terms of the GNU General Public License as published by\n"
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||||
"the Free Software Foundation, either version 3 of the License, or\n"
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"(at your option) any later version.\n"
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"\n"
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"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
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"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
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"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
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"GNU General Public License for more details.\n"
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"\n"
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"You should have received a copy of the GNU General Public License\n"
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"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
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"\n"
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"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
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"\n"
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"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
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"\n"
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"===========================================================================\n"
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"*/\n"
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"\n"
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"#include \"renderprogs/global.inc\"\n"
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"\n"
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"#define SMAA_INCLUDE_VS 0\n"
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"#define SMAA_INCLUDE_PS 1\n"
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"#include \"renderprogs/SMAA.inc\"\n"
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"\n"
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"// *INDENT-OFF*\n"
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"uniform sampler2D samp0 : register(s0); // _smaaEdges\n"
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"uniform sampler2D samp1 : register(s1); // _smaaArea\n"
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"uniform sampler2D samp2 : register(s2); // _smaaSearch\n"
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" \n"
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"struct PS_IN\n"
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"{\n"
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" float4 position : VPOS;\n"
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" float2 texcoord0 : TEXCOORD0_centroid;\n"
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" float4 texcoord1 : TEXCOORD1_centroid;\n"
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" float4 texcoord2 : TEXCOORD2_centroid;\n"
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" float4 texcoord3 : TEXCOORD3_centroid;\n"
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" float4 texcoord4 : TEXCOORD4_centroid;\n"
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"};\n"
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" \n"
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"struct PS_OUT\n"
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"{\n"
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" float4 color : COLOR;\n"
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"};\n"
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"// *INDENT-ON*\n"
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"\n"
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"\n"
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"void main( PS_IN fragment, out PS_OUT result )\n"
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"{\n"
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" float2 texcoord = fragment.texcoord0;\n"
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" \n"
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" float4 offset[3];\n"
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" offset[0] = fragment.texcoord1;\n"
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" offset[1] = fragment.texcoord2;\n"
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" offset[2] = fragment.texcoord3;\n"
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"\n"
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" float2 pixcoord = fragment.texcoord4.st;\n"
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" \n"
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" // TODO\n"
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" //float4 subsampleIndices = float4( 1.0, 1.0, 1.0, 0.0 );\n"
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" float4 subsampleIndices = float4( 0.0, 0.0, 0.0, 0.0 );\n"
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" \n"
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" float4 color = SMAABlendingWeightCalculationPS( texcoord,\n"
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" pixcoord,\n"
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" offset,\n"
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" samp0,\n"
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" samp1,\n"
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" samp2,\n"
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" subsampleIndices );\n"
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"\n"
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" //color = float4( texcoord.s, texcoord.t, 0.0, 1.0 );\n"
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" result.color = color;\n"
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"}\n"
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"\n"
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},
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{
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"renderprogs/SMAA_blending_weight_calc.vertex",
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"/*\n"
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"===========================================================================\n"
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"\n"
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"Doom 3 BFG Edition GPL Source Code\n"
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"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
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"Copyright (C) 2015 Robert Beckebans\n"
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"\n"
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"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
||||
"\n"
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"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
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||||
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
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"\n"
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"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
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"\n"
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"===========================================================================\n"
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"*/\n"
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"\n"
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"#include \"renderprogs/global.inc\"\n"
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"\n"
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"#define SMAA_INCLUDE_VS 1\n"
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"#define SMAA_INCLUDE_PS 0\n"
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"#include \"renderprogs/SMAA.inc\"\n"
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"\n"
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"struct VS_IN \n"
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"{\n"
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" float4 position : POSITION;\n"
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" float2 texcoord : TEXCOORD0;\n"
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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"};\n"
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"\n"
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"struct VS_OUT\n"
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"{\n"
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" float4 position : POSITION;\n"
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" float2 texcoord0 : TEXCOORD0;\n"
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" float4 texcoord1 : TEXCOORD1;\n"
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" float4 texcoord2 : TEXCOORD2;\n"
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" float4 texcoord3 : TEXCOORD3;\n"
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" float4 texcoord4 : TEXCOORD4;\n"
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"};\n"
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"\n"
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"void main( VS_IN vertex, out VS_OUT result )\n"
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"{\n"
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" result.position = vertex.position;\n"
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"\n"
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" float2 texcoord = vertex.texcoord;\n"
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" //float2 texcoord = float2( vertex.texcoord.s, 1.0 - vertex.texcoord.t );\n"
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" result.texcoord0 = texcoord;\n"
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"\n"
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" float4 offset[3];\n"
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" float2 pixcoord;\n"
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" SMAABlendingWeightCalculationVS( texcoord, pixcoord, offset );\n"
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" \n"
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" result.texcoord1 = offset[0];\n"
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" result.texcoord2 = offset[1];\n"
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" result.texcoord3 = offset[2];\n"
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"\n"
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" result.texcoord4.st = pixcoord;\n"
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"}\n"
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},
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{
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"renderprogs/SMAA_edge_detection.pixel",
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"/*\n"
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"===========================================================================\n"
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"\n"
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"Doom 3 BFG Edition GPL Source Code\n"
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||||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
|
||||
"Copyright (C) 2015 Robert Beckebans\n"
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"\n"
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"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
|
||||
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
|
||||
"\n"
|
||||
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
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"\n"
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"===========================================================================\n"
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"*/\n"
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"\n"
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"#include \"renderprogs/global.inc\"\n"
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"\n"
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"#define SMAA_INCLUDE_VS 0\n"
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"#define SMAA_INCLUDE_PS 1\n"
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"#include \"renderprogs/SMAA.inc\"\n"
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"\n"
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"// *INDENT-OFF*\n"
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"uniform sampler2D samp0 : register(s0); // _currentColor\n"
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"uniform sampler2D samp1 : register(s1); // TODO _predictColor\n"
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" \n"
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"struct PS_IN\n"
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"{\n"
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" float4 position : VPOS;\n"
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" float2 texcoord0 : TEXCOORD0_centroid;\n"
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" float4 texcoord1 : TEXCOORD1_centroid;\n"
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" float4 texcoord2 : TEXCOORD2_centroid;\n"
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" float4 texcoord3 : TEXCOORD3_centroid;\n"
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"};\n"
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" \n"
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"struct PS_OUT\n"
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"{\n"
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" float4 color : COLOR;\n"
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"};\n"
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"// *INDENT-ON*\n"
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"\n"
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"\n"
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"void main( PS_IN fragment, out PS_OUT result )\n"
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"{\n"
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" float2 tCoords = fragment.texcoord0;\n"
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" \n"
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" float4 offset[3];\n"
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" offset[0] = fragment.texcoord1;\n"
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" offset[1] = fragment.texcoord2;\n"
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" offset[2] = fragment.texcoord3;\n"
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" \n"
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" float4 color = float4( 0.0 );\n"
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" color.rg = SMAALumaEdgeDetectionPS( tCoords,\n"
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" offset,\n"
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" samp0\n"
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" #if SMAA_PREDICATION\n"
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" , samp1\n"
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" #endif\n"
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" );\n"
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" \n"
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" result.color = color;\n"
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"}\n"
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"\n"
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},
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{
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"renderprogs/SMAA_edge_detection.vertex",
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"/*\n"
|
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"===========================================================================\n"
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"\n"
|
||||
"Doom 3 BFG Edition GPL Source Code\n"
|
||||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
||||
"Copyright (C) 2015 Robert Beckebans\n"
|
||||
"\n"
|
||||
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
|
||||
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
|
||||
"\n"
|
||||
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
|
||||
"\n"
|
||||
"===========================================================================\n"
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"*/\n"
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"\n"
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"#include \"renderprogs/global.inc\"\n"
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"\n"
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"#define SMAA_INCLUDE_VS 1\n"
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"#define SMAA_INCLUDE_PS 0\n"
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"#include \"renderprogs/SMAA.inc\"\n"
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"\n"
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"struct VS_IN \n"
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"{\n"
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" float4 position : POSITION;\n"
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" float2 texcoord : TEXCOORD0;\n"
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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"};\n"
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"\n"
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"struct VS_OUT\n"
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"{\n"
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" float4 position : POSITION;\n"
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" float2 texcoord0 : TEXCOORD0;\n"
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" float4 texcoord1 : TEXCOORD1;\n"
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" float4 texcoord2 : TEXCOORD2;\n"
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" float4 texcoord3 : TEXCOORD3;\n"
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"};\n"
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"\n"
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"void main( VS_IN vertex, out VS_OUT result )\n"
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"{\n"
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" result.position = vertex.position;\n"
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"\n"
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" float2 texcoord = vertex.texcoord;\n"
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" //float2 texcoord = float2( vertex.texcoord.s, 1.0 - vertex.texcoord.t );\n"
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" \n"
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" result.texcoord0 = texcoord;\n"
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"\n"
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" float4 offset[3];\n"
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" SMAAEdgeDetectionVS( texcoord, offset );\n"
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" \n"
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" result.texcoord1 = offset[0];\n"
|
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" result.texcoord2 = offset[1];\n"
|
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" result.texcoord3 = offset[2];\n"
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"}\n"
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},
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|
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{
|
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"renderprogs/SMAA_final.pixel",
|
||||
"/*\n"
|
||||
"===========================================================================\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition GPL Source Code\n"
|
||||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
|
||||
"Copyright (C) 2015 Robert Beckebans\n"
|
||||
"\n"
|
||||
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
|
||||
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
|
||||
"\n"
|
||||
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
|
||||
"\n"
|
||||
"===========================================================================\n"
|
||||
"*/\n"
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"\n"
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"#include \"renderprogs/global.inc\"\n"
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"\n"
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||||
"#define SMAA_INCLUDE_VS 0\n"
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"#define SMAA_INCLUDE_PS 1\n"
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"#include \"renderprogs/SMAA.inc\"\n"
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"\n"
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"// *INDENT-OFF*\n"
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"uniform sampler2D samp0 : register(s0); // _currentColor\n"
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"uniform sampler2D samp1 : register(s1); // _smaaBlend\n"
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"//uniform sampler2D samp2 : register(s1); // _velocity\n"
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" \n"
|
||||
"struct PS_IN\n"
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"{\n"
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||||
" float4 position : VPOS;\n"
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||||
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
||||
" float4 texcoord1 : TEXCOORD1_centroid;\n"
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"};\n"
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" \n"
|
||||
"struct PS_OUT\n"
|
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"{\n"
|
||||
" float4 color : COLOR;\n"
|
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"};\n"
|
||||
"// *INDENT-ON*\n"
|
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"\n"
|
||||
"\n"
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"void main( PS_IN fragment, out PS_OUT result )\n"
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"{\n"
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||||
" float2 texcoord = fragment.texcoord0;\n"
|
||||
" \n"
|
||||
" float4 offset = fragment.texcoord1;\n"
|
||||
"\n"
|
||||
" float4 color = SMAANeighborhoodBlendingPS(texcoord,\n"
|
||||
" offset,\n"
|
||||
" samp0,\n"
|
||||
" samp1\n"
|
||||
" #if SMAA_REPROJECTION\n"
|
||||
" , SMAATexture2D(velocityTex)\n"
|
||||
" #endif\n"
|
||||
" );\n"
|
||||
" \n"
|
||||
" //color = tex2D( samp1, texcoord );\n"
|
||||
" //color = float4( samp1 );\n"
|
||||
" result.color = color;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
|
||||
},
|
||||
|
||||
{
|
||||
"renderprogs/SMAA_final.vertex",
|
||||
"/*\n"
|
||||
"===========================================================================\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition GPL Source Code\n"
|
||||
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
||||
"Copyright (C) 2015 Robert Beckebans\n"
|
||||
"\n"
|
||||
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
||||
"it under the terms of the GNU General Public License as published by\n"
|
||||
"the Free Software Foundation, either version 3 of the License, or\n"
|
||||
"(at your option) any later version.\n"
|
||||
"\n"
|
||||
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
||||
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
||||
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
||||
"GNU General Public License for more details.\n"
|
||||
"\n"
|
||||
"You should have received a copy of the GNU General Public License\n"
|
||||
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
||||
"\n"
|
||||
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
|
||||
"\n"
|
||||
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
|
||||
"\n"
|
||||
"===========================================================================\n"
|
||||
"*/\n"
|
||||
"\n"
|
||||
"#include \"renderprogs/global.inc\"\n"
|
||||
"\n"
|
||||
"#define SMAA_INCLUDE_VS 1\n"
|
||||
"#define SMAA_INCLUDE_PS 0\n"
|
||||
"#include \"renderprogs/SMAA.inc\"\n"
|
||||
"\n"
|
||||
"struct VS_IN \n"
|
||||
"{\n"
|
||||
" float4 position : POSITION;\n"
|
||||
" float2 texcoord : TEXCOORD0;\n"
|
||||
" float4 normal : NORMAL;\n"
|
||||
" float4 tangent : TANGENT;\n"
|
||||
" float4 color : COLOR0;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VS_OUT\n"
|
||||
"{\n"
|
||||
" float4 position : POSITION;\n"
|
||||
" float2 texcoord0 : TEXCOORD0;\n"
|
||||
" float4 texcoord1 : TEXCOORD1;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"void main( VS_IN vertex, out VS_OUT result )\n"
|
||||
"{\n"
|
||||
" result.position = vertex.position;\n"
|
||||
"\n"
|
||||
" result.texcoord0 = vertex.texcoord;\n"
|
||||
"\n"
|
||||
" float4 offset;\n"
|
||||
" SMAANeighborhoodBlendingVS( vertex.texcoord, offset );\n"
|
||||
" \n"
|
||||
" result.texcoord1 = offset;\n"
|
||||
"}\n"
|
||||
|
||||
},
|
||||
|
||||
{
|
||||
"renderprogs/stereoDeGhost.pixel",
|
||||
"/*\n"
|
||||
|
|
Loading…
Reference in a new issue