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1 parent 2cf89c7 commit e9905df192bd792b5a8f0a50d5394f317678aa13 @kusma committed Nov 16, 2006
@@ -1,18 +1,21 @@

Microsoft Visual Studio Solution File, Format Version 9.00
-# Visual Studio 2005
+# Visual C++ Express 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "very_last_engine_ever", "very_last_engine_ever\very_last_engine_ever.vcproj", "{CD862F66-C73B-4E6B-87DE-FB5519A91A5D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
+ Sync|Win32 = Sync|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{CD862F66-C73B-4E6B-87DE-FB5519A91A5D}.Debug|Win32.ActiveCfg = Debug|Win32
{CD862F66-C73B-4E6B-87DE-FB5519A91A5D}.Debug|Win32.Build.0 = Debug|Win32
{CD862F66-C73B-4E6B-87DE-FB5519A91A5D}.Release|Win32.ActiveCfg = Release|Win32
{CD862F66-C73B-4E6B-87DE-FB5519A91A5D}.Release|Win32.Build.0 = Release|Win32
+ {CD862F66-C73B-4E6B-87DE-FB5519A91A5D}.Sync|Win32.ActiveCfg = Sync|Win32
+ {CD862F66-C73B-4E6B-87DE-FB5519A91A5D}.Sync|Win32.Build.0 = Sync|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -7,6 +7,7 @@ float4x4 texcoord_transform;
float2x2 texture_transform;
float3x3 texel_transform;
float brightness = 1.0 / ITERATIONS;
+float2 texcoord_translate = float2(0.5, 0.5);
texture tex;
sampler tex_sampler = sampler_state
@@ -41,8 +42,7 @@ float4 pixel(VS_OUTPUT In) : COLOR
float2 tex = float2(In.tex);
for (int i = 0; i < ITERATIONS; i++)
{
-// color += tex2D(tex_sampler, mul(tex, texture_transform));
- color += tex2D(tex_sampler, float2(tex.x * 0.5 + 0.5f, -tex.y * 0.5 + 0.5f));
+ color += tex2D(tex_sampler, float2(tex.x * 0.5, -tex.y * 0.5) + texcoord_translate);
tex = mul(float3(tex, 1.0), texel_transform);
}
return color * brightness;
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@@ -11,6 +11,7 @@ float4x4 tex_transform;
float3 up;
float3 left;
+float3 fog_color = float3(1, 1, 1);
float4x4 WorldViewProjection : WORLDVIEWPROJECTION;
@@ -64,9 +65,8 @@ VS_OUTPUT vertex(VS_INPUT In)
float4 pixel(VS_OUTPUT In) : COLOR
{
float fog_factor = In.z;
- float4 fog_color = float4(1, 1, 1, 1);
float4 col = tex2D(tex_samp, In.tex);
- return float4(lerp(col.xyz, fog_color.xyz, fog_factor), col.a);
+ return float4(lerp(col.xyz, fog_color, fog_factor), col.a);
// return tex2D(tex_samp, In.tex);
// return float4(In.tex, 0, 0);
}
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