//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#define IN_HLSL
#include "../../shdrConsts.h"
#include "../postFx.hlsl"

//-----------------------------------------------------------------------------
// Data 
//-----------------------------------------------------------------------------
struct VertIn
{
	float4 hpos : POSITION;
	float4 texCoords[8] : TEXCOORD0;
};
 
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
float4 main(  VertIn IN,
              uniform sampler2D inputTex : register(S0) ) : COLOR
{
   // We calculate the texture coords
   // in the vertex shader as an optimization.
   float4 sample = 0.0f;
   for ( int i = 0; i < 8; i++ )
   {
      sample += tex2D( inputTex, IN.texCoords[i].xy );
      sample += tex2D( inputTex, IN.texCoords[i].zw );
   }
   
	return sample / 16;
}