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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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81 lines
1.6 KiB
HLSL
81 lines
1.6 KiB
HLSL
// 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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// 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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// 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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// 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 < 0.4f)
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{
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float4 s = tex2D(texture1samp, pd.uv + float2(0.25f, 0.0f));
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c = float4(lerp(c.rgb * pd.color.rgb, s.rgb, s.a), c.a);
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}
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c.a = c.a * pd.color.a * rendersettings.w;
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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 = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_circle();
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}
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}
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