mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-12 21:21:48 +00:00
82 lines
1.6 KiB
HLSL
82 lines
1.6 KiB
HLSL
|
// Things 2D rendering shader
|
||
|
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
||
|
|
||
|
// Vertex input data
|
||
|
struct VertexData
|
||
|
{
|
||
|
float3 pos : POSITION;
|
||
|
float4 color : COLOR0;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
// Pixel input data
|
||
|
struct PixelData
|
||
|
{
|
||
|
float4 pos : POSITION;
|
||
|
float4 color : COLOR0;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
// Render settings
|
||
|
// w = transparency
|
||
|
float4 rendersettings;
|
||
|
|
||
|
// Transform settings
|
||
|
float4x4 transformsettings;
|
||
|
|
||
|
// 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 = -0.9f;
|
||
|
};
|
||
|
|
||
|
// Transformation
|
||
|
PixelData vs_transform(VertexData vd)
|
||
|
{
|
||
|
PixelData pd = (PixelData)0;
|
||
|
pd.pos = mul(float4(vd.pos, 1.0f), transformsettings);
|
||
|
pd.color = vd.color;
|
||
|
pd.uv = vd.uv;
|
||
|
return pd;
|
||
|
}
|
||
|
|
||
|
// Pixel shader for colored circle
|
||
|
float4 ps_circle(PixelData pd) : COLOR
|
||
|
{
|
||
|
// Texture pixel color
|
||
|
float4 c = tex2D(texture1samp, pd.uv);
|
||
|
|
||
|
// Use shinyness?
|
||
|
if(pd.uv.x < 0.4f)
|
||
|
{
|
||
|
float4 s = tex2D(texture1samp, pd.uv + float2(0.25f, 0.0f));
|
||
|
c = float4(lerp(c.rgb * pd.color.rgb, s.rgb, s.a), c.a);
|
||
|
}
|
||
|
|
||
|
c.a = c.a * pd.color.a * rendersettings.w;
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
// Technique for shader model 2.0
|
||
|
technique SM20
|
||
|
{
|
||
|
pass p0
|
||
|
{
|
||
|
VertexShader = compile vs_2_0 vs_transform();
|
||
|
PixelShader = compile ps_2_0 ps_circle();
|
||
|
}
|
||
|
}
|