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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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91 lines
2.1 KiB
HLSL
91 lines
2.1 KiB
HLSL
// 2D display 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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// Settings
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// x = texel width
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// y = texel height
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// z = FSAA blend factor
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// w = transparency
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float4 settings;
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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 = Point;
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MinFilter = Point;
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MipFilter = Point;
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AddressU = Wrap;
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AddressV = Wrap;
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};
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// This blends the max of 2 pixels
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float4 addcolor(float4 c1, float4 c2)
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{
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return float4(max(c1.r, c2.r),
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max(c1.g, c2.g),
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max(c1.b, c2.b),
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saturate(c1.a + c2.a * 0.5f));
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}
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// Pixel shader
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float4 ps_fsaa(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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// If this pixel is not drawn on...
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if(c.a < 0.1f)
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{
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// Mix the colors of nearby pixels
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float4 n = (float4)0;
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x + settings.x, pd.uv.y)));
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x - settings.x, pd.uv.y)));
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y + settings.y)));
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y - settings.y)));
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// If any pixels nearby where found, return a blend, otherwise return nothing
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//if(n.a > 0.1f) return float4(n.rgb, n.a * settings.z); else return (float4)0;
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return float4(n.rgb, n.a * settings.z * settings.w);
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}
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else return float4(c.rgb, c.a * settings.w);
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}
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// Pixel shader
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float4 ps_normal(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(c.rgb, c.a * settings.w);
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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_fsaa();
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}
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pass p1
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{
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VertexShader = null;
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PixelShader = compile ps_2_0 ps_normal();
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}
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}
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