Files
WickedEngine/WickedEngine/downsampleDepthBuffer4xPS.hlsl
T
2017-02-17 01:01:29 +01:00

16 lines
774 B
HLSL

#include "postProcessHF.hlsli"
float main(VertexToPixelPostProcess PSIn) : SV_DEPTH
{
float4 samples0 = xTexture.GatherRed(sampler_point_clamp, PSIn.tex, int2(-1,-1));
float4 samples1 = xTexture.GatherRed(sampler_point_clamp, PSIn.tex, int2(-1,1));
float4 samples2 = xTexture.GatherRed(sampler_point_clamp, PSIn.tex, int2(1,-1));
float4 samples3 = xTexture.GatherRed(sampler_point_clamp, PSIn.tex, int2(1,1));
float max0 = max(samples0.x, max(samples0.y, max(samples0.z, samples0.w)));
float max1 = max(samples1.x, max(samples1.y, max(samples1.z, samples1.w)));
float max2 = max(samples2.x, max(samples2.y, max(samples2.z, samples2.w)));
float max3 = max(samples3.x, max(samples3.y, max(samples3.z, samples3.w)));
return max(max0, max(max1, max(max2, max3)));
}