Updated Post Processing Shaders (markdown)

Sonicadvance1 2014-09-14 22:45:08 -07:00
parent d43c94b0e3
commit fce4da6664
1 changed files with 310 additions and 309 deletions

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