diff options
author | Sven Gothel <[email protected]> | 2015-03-21 21:19:34 +0100 |
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committer | Sven Gothel <[email protected]> | 2015-03-21 21:19:34 +0100 |
commit | e490c3c7f7bb5461cfa78a214827aa534fb43a3e (patch) | |
tree | b86b0291ef529ec6b75cc548d73599fa9c283cd6 /LibOVR/Src/CAPI/D3D1X/Shaders/Distortion_ps.psh | |
parent | 05bb4364bfd9930fb1902efec86446ef035ee07a (diff) |
Bump OculusVR RIFT SDK to 0.4.4
Diffstat (limited to 'LibOVR/Src/CAPI/D3D1X/Shaders/Distortion_ps.psh')
-rw-r--r-- | LibOVR/Src/CAPI/D3D1X/Shaders/Distortion_ps.psh | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/Shaders/Distortion_ps.psh b/LibOVR/Src/CAPI/D3D1X/Shaders/Distortion_ps.psh new file mode 100644 index 0000000..e83c6d1 --- /dev/null +++ b/LibOVR/Src/CAPI/D3D1X/Shaders/Distortion_ps.psh @@ -0,0 +1,34 @@ +/************************************************************************************
+
+Filename : Distortion_ps.psh
+
+Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.2
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+
+Texture2D Texture : register(t0);
+SamplerState Linear : register(s0);
+
+float4 main(in float4 oPosition : SV_Position,
+ in float1 oColor : COLOR,
+ in float2 oTexCoord0 : TEXCOORD0) : SV_Target
+{
+ float3 Result = Texture.Sample(Linear, oTexCoord0).rgb;
+ return float4(Result * oColor, 1.0 );
+}
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