mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
54 lines
1.1 KiB
HLSL
54 lines
1.1 KiB
HLSL
// Things 2D rendering shader
|
|
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
|
|
// Pixel input data
|
|
struct PixelData
|
|
{
|
|
float4 pos : POSITION;
|
|
float4 color : COLOR0;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
// Texture1 input
|
|
texture texture1
|
|
<
|
|
string UIName = "Texture1";
|
|
string ResourceType = "2D";
|
|
>;
|
|
|
|
// Texture sampler settings
|
|
sampler2D texture1samp = sampler_state
|
|
{
|
|
Texture = <texture1>;
|
|
MagFilter = Linear;
|
|
MinFilter = Linear;
|
|
MipFilter = Linear;
|
|
AddressU = Wrap;
|
|
AddressV = Wrap;
|
|
MipMapLodBias = -0.99f;
|
|
};
|
|
|
|
// 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 < 0.5f)
|
|
{
|
|
float4 s = tex2D(texture1samp, pd.uv + float2(0.25f, 0.0f));
|
|
return float4(lerp(c.rgb * pd.color.rgb, s.rgb, s.a), c.a * pd.color.a);
|
|
}
|
|
else return c;
|
|
}
|
|
|
|
// Technique for shader model 2.0
|
|
technique SM20
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = null;
|
|
PixelShader = compile ps_2_0 ps_circle();
|
|
}
|
|
}
|