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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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59 lines
1.2 KiB
HLSL
59 lines
1.2 KiB
HLSL
// Things 2D rendering shader
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// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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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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// 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 = -0.99f;
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};
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// Pixel shader for colored circle
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float4 ps_circle(PixelData pd) : COLOR
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{
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// Texture pixel color
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float4 c = tex2D(texture1samp, pd.uv);
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// Use shinyness?
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if(pd.uv.x < 0.5f)
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{
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float4 s = tex2D(texture1samp, pd.uv + float2(0.25f, 0.0f));
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return float4(lerp(c.rgb * pd.color.rgb, s.rgb, s.a), c.a * pd.color.a);
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}
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else return c;
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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
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{
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VertexShader = null;
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PixelShader = compile ps_2_0 ps_circle();
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CullMode = None;
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ZEnable = false;
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AlphaBlendEnable = true;
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SrcBlend = SrcAlpha;
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DestBlend = InvSrcAlpha;
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}
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}
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