uniform float4x4 ViewProj; uniform texture2d tex_a; uniform texture2d tex_b; uniform float2 tex_a_dir; uniform float2 tex_b_dir; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float srgb_nonlinear_to_linear_channel(float u) { return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4); } float3 srgb_nonlinear_to_linear(float3 v) { return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b)); } float4 PSSlide(VertData v_in) : TARGET { float2 tex_a_uv = v_in.uv + tex_a_dir; float2 tex_b_uv = v_in.uv - tex_b_dir; float4 outc; outc = (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) || (tex_a_uv.y - saturate(tex_a_uv.y) != 0.0) ? tex_b.Sample(textureSampler, tex_b_uv) : tex_a.Sample(textureSampler, tex_a_uv); outc.rgb = srgb_nonlinear_to_linear(outc.rgb); return outc; } technique Slide { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSSlide(v_in); } }