Updated Post Processing Shaders (markdown)
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@ -115,10 +115,11 @@ The sample range is 0.0 to 1.0 using the OpenGL coordinate system
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float4 SampleOffset(int2 offset);
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float4 SampleOffset(int2 offset);
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```
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```
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This samples at a offset of the current location.
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This samples at a offset of the current location.
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The argument is a integer vector containing the X Y offset of where to sample from
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The argument is a integer vector containing the X Y offset of where to sample from.
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The offset is in pixels instead of using UV coordinates.
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The offset is in pixels instead of using UV coordinates.
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This requires the offset to be a compile time constant, if it isn't then compiling will fail
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This requires the offset to be a compile time constant, if it isn't then compiling will fail.
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This is similar to SampleLocation, except the video drivers and hardware can optimize to be faster
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This is similar to SampleLocation, except the video drivers and hardware can optimize to be faster.
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This is a limitation in how large the offset can be. To be safe on all platforms, limit the offset from ranges -8 to 7.
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***
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***
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```c++
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```c++
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float4 SampleFontLocation(float2 location);
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float4 SampleFontLocation(float2 location);
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