Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory

This commit is contained in:
Regalis
2016-05-07 09:13:23 +03:00
parent ef05650c01
commit d5f6fff2c2
14 changed files with 384 additions and 129 deletions
+33
View File
@@ -0,0 +1,33 @@
// Pixel shader applies a one dimensional gaussian blur filter.
// This is used twice by the bloom postprocess, first to
// blur horizontally, and then again to blur vertically.
sampler TextureSampler : register(s0);
#define SAMPLE_COUNT 15
float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
// Combine a number of weighted image filter taps.
for (int i = 0; i < SAMPLE_COUNT; i++)
{
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
}
return c;
}
technique GaussianBlur
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 PixelShaderF();
}
}