mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-15 09:01:40 +00:00
130 lines
2.9 KiB
HLSL
130 lines
2.9 KiB
HLSL
// 2D display rendering shader
|
|
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
|
|
// Vertex input data
|
|
struct VertexData
|
|
{
|
|
float3 pos : POSITION;
|
|
float4 color : COLOR0;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
// Pixel input data
|
|
struct PixelData
|
|
{
|
|
float4 pos : POSITION;
|
|
float4 color : COLOR0;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
// Render settings
|
|
// x = texel width
|
|
// y = texel height
|
|
// z = FSAA blend factor
|
|
// w = transparency
|
|
float4 rendersettings;
|
|
|
|
// Transform settings
|
|
float4x4 transformsettings;
|
|
|
|
// Filter settings
|
|
dword filtersettings;
|
|
|
|
// Texture1 input
|
|
texture texture1
|
|
<
|
|
string UIName = "Texture1";
|
|
string ResourceType = "2D";
|
|
>;
|
|
|
|
// Texture sampler settings
|
|
sampler2D texture1samp = sampler_state
|
|
{
|
|
Texture = <texture1>;
|
|
MagFilter = filtersettings;
|
|
MinFilter = filtersettings;
|
|
MipFilter = filtersettings;
|
|
AddressU = Wrap;
|
|
AddressV = Wrap;
|
|
MipMapLodBias = 0.0f;
|
|
};
|
|
|
|
// Transformation
|
|
PixelData vs_transform(VertexData vd)
|
|
{
|
|
PixelData pd = (PixelData)0;
|
|
pd.pos = mul(float4(vd.pos, 1.0f), transformsettings);
|
|
pd.color = vd.color;
|
|
pd.uv = vd.uv;
|
|
return pd;
|
|
}
|
|
|
|
// This blends the max of 2 pixels
|
|
float4 addcolor(float4 c1, float4 c2)
|
|
{
|
|
return float4(max(c1.r, c2.r),
|
|
max(c1.g, c2.g),
|
|
max(c1.b, c2.b),
|
|
saturate(c1.a + c2.a * 0.5f));
|
|
}
|
|
|
|
// Pixel shader for antialiased drawing
|
|
float4 ps_fsaa(PixelData pd) : COLOR
|
|
{
|
|
// Take this pixel's color
|
|
float4 c = tex2D(texture1samp, pd.uv);
|
|
|
|
// If this pixel is not drawn on...
|
|
if(c.a < 0.1f)
|
|
{
|
|
// Mix the colors of nearby pixels
|
|
float4 n = (float4)0;
|
|
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x + rendersettings.x, pd.uv.y)));
|
|
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x - rendersettings.x, pd.uv.y)));
|
|
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y + rendersettings.y)));
|
|
n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y - rendersettings.y)));
|
|
|
|
// If any pixels nearby where found, return a blend, otherwise return nothing
|
|
//if(n.a > 0.1f) return float4(n.rgb, n.a * settings.z); else return (float4)0;
|
|
return float4(n.rgb, n.a * rendersettings.z * rendersettings.w);
|
|
}
|
|
else return float4(c.rgb, c.a * rendersettings.w) * pd.color;
|
|
}
|
|
|
|
// Pixel shader for normal drawing
|
|
float4 ps_normal(PixelData pd) : COLOR
|
|
{
|
|
// Take this pixel's color
|
|
float4 c = tex2D(texture1samp, pd.uv);
|
|
return float4(c.rgb, c.a * rendersettings.w) * pd.color;
|
|
}
|
|
|
|
//mxd. Pixel shader for full bright drawing
|
|
float4 ps_fullbright(PixelData pd) : COLOR
|
|
{
|
|
// Take this pixel's color
|
|
float4 c = tex2D(texture1samp, pd.uv);
|
|
return float4(c.rgb, c.a * rendersettings.w);
|
|
}
|
|
|
|
// Technique for shader model 2.0
|
|
technique SM20
|
|
{
|
|
pass p0
|
|
{
|
|
VertexShader = compile vs_2_0 vs_transform();
|
|
PixelShader = compile ps_2_0 ps_fsaa();
|
|
}
|
|
|
|
pass p1
|
|
{
|
|
VertexShader = compile vs_2_0 vs_transform();
|
|
PixelShader = compile ps_2_0 ps_normal();
|
|
}
|
|
|
|
pass p2 //mxd
|
|
{
|
|
VertexShader = compile vs_2_0 vs_transform();
|
|
PixelShader = compile ps_2_0 ps_fullbright();
|
|
}
|
|
}
|