// 2D display 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 // x = texel width // y = texel height // z = FSAA blend factor // 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 = Point; MinFilter = Point; MipFilter = Point; AddressU = Wrap; AddressV = Wrap; MipMapLodBias = 0.0f; }; // Texture sampler settings sampler2D texture1linear = sampler_state { Texture = ; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; 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; } // 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), saturate(c1.a + c2.a * 0.5f)); } // Pixel shader for antialiased drawing float4 ps_fsaa(PixelData pd) : COLOR { // Take this pixel's color float4 c = tex2D(texture1samp, pd.uv); // 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 + rendersettings.x, pd.uv.y))); n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x - rendersettings.x, pd.uv.y))); n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y + rendersettings.y))); n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y - rendersettings.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 * rendersettings.z * rendersettings.w); } else return float4(c.rgb, c.a * rendersettings.w) * pd.color; } // Pixel shader for normal drawing float4 ps_normal(PixelData pd) : COLOR { // Take this pixel's color float4 c = tex2D(texture1samp, pd.uv); return float4(c.rgb, c.a * rendersettings.w) * pd.color; } // Pixel shader for text float4 ps_text(PixelData pd) : COLOR { // Take this pixel's color float4 c = tex2D(texture1linear, pd.uv); return float4(c.rgb, c.a * rendersettings.w) * pd.color; } // Technique for shader model 2.0 technique SM20 { pass p0 { VertexShader = compile vs_2_0 vs_transform(); PixelShader = compile ps_2_0 ps_fsaa(); } pass p1 { VertexShader = compile vs_2_0 vs_transform(); PixelShader = compile ps_2_0 ps_normal(); } pass p2 { VertexShader = compile vs_2_0 vs_transform(); PixelShader = compile ps_2_0 ps_text(); } }