Files
WickedEngine/WickedEngine/stereogramPS.hlsl
T
2016-10-08 02:06:00 +02:00

32 lines
708 B
HLSL

#include "postProcessHF.hlsli"
static const float pWid = 100;
static const float pHei = 100;
#define fragCoord PSIn.pos.xy
float4 main(VertexToPixelPostProcess PSIn) : SV_TARGET
{
float maxStep = 32.;
float d = 0.;
float2 uv = fragCoord.xy;
for (int count = 0; count < 100; count++) {
if (uv.x < pWid)
break;
float d = 1.0 - texture_lineardepth.SampleLevel(sampler_linear_clamp, uv / g_xWorld_ScreenWidthHeight.xy, 0).r / g_xFrame_MainCamera_ZFarP;
uv.x -= pWid - (d * maxStep);
}
float x = (uv.x % pWid) / pWid;
float y = (uv.y % pHei) / pHei;
float3 rgb = xTexture.SampleLevel(sampler_linear_wrap, float2(x, y), 0).yxz;
float4 fragColor = float4(rgb, 1.0);
return fragColor;
}