// 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; //mxd. solid fill color. used in model wireframe rendering float4 fillColor; // Transform settings float4x4 transformsettings; // Texture1 input texture texture1 < string UIName = "Texture1"; string ResourceType = "2D"; >; // Texture sampler settings sampler2D texture1samp = sampler_state { Texture = ; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; MipMapLodBias = -0.9f; }; //mxd. Texture sampler settings for sprite rendering sampler2D texture1sprite = sampler_state { Texture = ; MagFilter = Point; MinFilter = Point; MipFilter = Point; AddressU = Clamp; AddressV = Clamp; MipMapLodBias = 0.0f; }; // 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; } //mxd. Pixel shader for sprite drawing float4 ps_sprite(PixelData pd) : COLOR { // Take this pixel's color float4 c = tex2D(texture1sprite, pd.uv); // Modulate it by selection color if(pd.color.a > 0){ return float4((c.r + pd.color.r) / 2.0f, (c.g + pd.color.g) / 2.0f, (c.b + pd.color.b) / 2.0f, c.a * rendersettings.w * pd.color.a); } // Or leave it as it is return float4(c.rgb, c.a * rendersettings.w); } //mxd. Pixel shader for thing box and arrow drawing float4 ps_thing(PixelData pd) : COLOR { // Take this pixel's color float4 c = tex2D(texture1samp, pd.uv); return float4(c.rgb, c.a * rendersettings.w) * pd.color; } //mxd. Pretty darn simple pixel shader for wireframe rendering :) float4 ps_fill(PixelData pd) : COLOR { return fillColor; } // Technique for shader model 2.0 technique SM20 { pass p0 //mxd { VertexShader = compile vs_2_0 vs_transform(); PixelShader = compile ps_2_0 ps_thing(); } pass p1 //mxd { VertexShader = compile vs_2_0 vs_transform(); PixelShader = compile ps_2_0 ps_sprite(); } pass p2 //mxd { VertexShader = compile vs_2_0 vs_transform(); PixelShader = compile ps_2_0 ps_fill(); } }