Created
March 26, 2014 09:55
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HLSL code for UDK Custom
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float3 output; | |
for( int i= -1*radius; i< radius; i++ ) { | |
for( int j= -1*radius; j< radius; j++ ) { | |
output+= tex2D( SceneColorTexture,ScreenAlignedUV(uv+ float2(i*dist, j*dist))); | |
} | |
} | |
return (output / ((radius+1)*(radius+1))); |
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