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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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70 lines
1.5 KiB
HLSL
70 lines
1.5 KiB
HLSL
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// Base 2D rendering shader
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// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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// Pixel input data
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struct PixelData
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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// Settings
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// x = texel width
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// y = texel height
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// z = blend factor
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float4 settings;
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// Texture1 input
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texture texture1
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<
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string UIName = "Texture1";
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string ResourceType = "2D";
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>;
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// Texture sampler settings
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sampler2D texture1samp = sampler_state
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{
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Texture = <texture1>;
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MagFilter = Linear;
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MinFilter = Linear;
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MipFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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};
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// This blends the max of 2 pixels
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float4 addcolor(float4 c1, float4 c2)
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{
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return float4(max(c1.r, c2.r),
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max(c1.g, c2.g),
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max(c1.b, c2.b),
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max(c1.a, c2.a));
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}
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// Pixel shader
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float4 ps20_main(PixelData pd) : COLOR
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{
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float4 c = tex2D(texture1samp, pd.uv);
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float4 neightbourblend =
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tex2D(texture1samp, float2(pd.uv.x + settings.x, pd.uv.y)) * settings.z +
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tex2D(texture1samp, float2(pd.uv.x - settings.x, pd.uv.y)) * settings.z +
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tex2D(texture1samp, float2(pd.uv.x, pd.uv.y + settings.y)) * settings.z +
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tex2D(texture1samp, float2(pd.uv.x, pd.uv.y - settings.y)) * settings.z;
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return lerp(neightbourblend, c, c.a);
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}
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// Technique for shader model 2.0
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technique SM20
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{
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pass p0
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{
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VertexShader = null;
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PixelShader = compile ps_2_0 ps20_main();
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CullMode = None;
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ZEnable = false;
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AlphaBlendEnable = true;
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SrcBlend = SrcAlpha;
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DestBlend = InvSrcAlpha;
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}
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}
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