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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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133 lines
2.8 KiB
HLSL
Executable file
133 lines
2.8 KiB
HLSL
Executable file
// Things 2D rendering shader
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// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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// Vertex input data
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struct VertexData
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{
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float3 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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// Pixel input data
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struct PixelData
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{
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float4 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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// Render settings
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// w = transparency
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float4 rendersettings;
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//mxd. solid fill color. used in model wireframe rendering
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float4 fillColor;
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//[ZZ]
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float desaturation;
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// Transform settings
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float4x4 transformsettings;
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// Texture1 input
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texture texture1
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<
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string UIName = "Texture1";
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string ResourceType = "2D";
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>;
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// Texture sampler settings
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sampler2D texture1samp = sampler_state
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{
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Texture = <texture1>;
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MagFilter = Linear;
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MinFilter = Linear;
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MipFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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MipMapLodBias = -0.9f;
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};
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//mxd. Texture sampler settings for sprite rendering
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sampler2D texture1sprite = sampler_state
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{
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Texture = <texture1>;
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MagFilter = Point;
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MinFilter = Point;
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MipFilter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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MipMapLodBias = 0.0f;
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};
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// Transformation
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PixelData vs_transform(VertexData vd)
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{
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PixelData pd = (PixelData)0;
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pd.pos = mul(float4(vd.pos, 1.0f), transformsettings);
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pd.color = vd.color;
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pd.uv = vd.uv;
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return pd;
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}
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// [ZZ] desaturation routine. almost literal quote from GZDoom's GLSL
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float3 desaturate(float3 texel)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return lerp(texel, float3(gray,gray,gray), desaturation);
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}
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//mxd. Pixel shader for sprite drawing
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float4 ps_sprite(PixelData pd) : COLOR
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{
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// Take this pixel's color
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float4 c = tex2D(texture1sprite, pd.uv);
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// Modulate it by selection color
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if(pd.color.a > 0)
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{
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float3 cr = desaturate(c.rgb);
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return float4((cr.r + pd.color.r) / 2.0f, (cr.g + pd.color.g) / 2.0f, (cr.b + pd.color.b) / 2.0f, c.a * rendersettings.w * pd.color.a);
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}
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// Or leave it as it is
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return float4(desaturate(c.rgb), c.a * rendersettings.w);
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}
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//mxd. Pixel shader for thing box and arrow drawing
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float4 ps_thing(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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return float4(desaturate(c.rgb), c.a * rendersettings.w) * pd.color;
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}
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//mxd. Pretty darn simple pixel shader for wireframe rendering :)
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float4 ps_fill(PixelData pd) : COLOR
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{
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return fillColor;
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}
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// Technique for shader model 2.0
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technique SM20
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{
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pass p0 //mxd
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{
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VertexShader = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_thing();
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}
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pass p1 //mxd
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{
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VertexShader = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_sprite();
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}
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pass p2 //mxd
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{
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VertexShader = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_fill();
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}
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}
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