UltimateZoneBuilder/Source/Resources/things2d.fx

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// Things 2D rendering shader
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
// Pixel input data
struct PixelData
{
float4 pos : POSITION;
float4 color : COLOR0;
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float2 uv : TEXCOORD0;
};
// Texture1 input
texture texture1
<
string UIName = "Texture1";
string ResourceType = "2D";
>;
// Texture sampler settings
sampler2D texture1samp = sampler_state
{
Texture = <texture1>;
MagFilter = Linear;
MinFilter = Linear;
MipFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
MipMapLodBias = -0.99f;
};
// Pixel shader for colored circle
float4 ps_circle(PixelData pd) : COLOR
{
// Texture pixel color
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float4 c = tex2D(texture1samp, pd.uv);
// Use shinyness?
if(pd.uv.x < 0.5f)
{
float4 s = tex2D(texture1samp, pd.uv + float2(0.25f, 0.0f));
return float4(lerp(c.rgb * pd.color.rgb, s.rgb, s.a), c.a * pd.color.a);
}
else return c;
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}
// Technique for shader model 2.0
technique SM20
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_2_0 ps_circle();
CullMode = None;
ZEnable = false;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
}
}