// 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 = ; 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(); } }