UltimateZoneBuilder/Source/Resources/display2d.fx

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// 2D display rendering shader
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// 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;
};
// Settings
// x = texel width
// y = texel height
// z = FSAA blend factor
// w = transparency
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float4 settings;
// Texture1 input
texture texture1
<
string UIName = "Texture1";
string ResourceType = "2D";
>;
// Texture sampler settings
sampler2D texture1samp = sampler_state
{
Texture = <texture1>;
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MagFilter = Point;
MinFilter = Point;
MipFilter = Point;
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AddressU = Wrap;
AddressV = Wrap;
};
// This blends the max of 2 pixels
float4 addcolor(float4 c1, float4 c2)
{
return float4(max(c1.r, c2.r),
max(c1.g, c2.g),
max(c1.b, c2.b),
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saturate(c1.a + c2.a * 0.5f));
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}
// Pixel shader
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float4 ps_fsaa(PixelData pd) : COLOR
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{
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// Take this pixel's color
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float4 c = tex2D(texture1samp, pd.uv);
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// If this pixel is not drawn on...
if(c.a < 0.1f)
{
// Mix the colors of nearby pixels
float4 n = (float4)0;
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x + settings.x, pd.uv.y)));
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x - settings.x, pd.uv.y)));
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y + settings.y)));
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y - settings.y)));
// If any pixels nearby where found, return a blend, otherwise return nothing
//if(n.a > 0.1f) return float4(n.rgb, n.a * settings.z); else return (float4)0;
return float4(n.rgb, n.a * settings.z * settings.w);
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}
else return float4(c.rgb, c.a * settings.w);
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}
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// Pixel shader
float4 ps_normal(PixelData pd) : COLOR
{
// Take this pixel's color
float4 c = tex2D(texture1samp, pd.uv);
return float4(c.rgb, c.a * settings.w);
}
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// Technique for shader model 2.0
technique SM20
{
pass p0
{
VertexShader = null;
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PixelShader = compile ps_2_0 ps_fsaa();
}
pass p1
{
VertexShader = null;
PixelShader = compile ps_2_0 ps_normal();
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}
}