Files
FlaxEngine/Source/Shaders/Forward.shader

25 lines
730 B
GLSL

// Copyright (c) Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
Texture2D Input : register(t0);
Texture2D Distortion : register(t1);
// Pixel shader for applying distortion pass results to the combined frame
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_ApplyDistortion(Quad_VS2PS input) : SV_Target
{
float4 accumDist = Distortion.Sample(SamplerPointClamp, input.TexCoord);
float2 distOffset = (accumDist.rg - accumDist.ba) / 4.0f;
float2 newTexCoord = input.TexCoord + distOffset;
// Clamp around screen
FLATTEN
if (newTexCoord.x < 0 || newTexCoord.x > 1 || newTexCoord.y < 0 || newTexCoord.y > 1)
{
newTexCoord = input.TexCoord;
}
return Input.SampleLevel(SamplerPointClamp, newTexCoord, 0);
}