Branching is not recommended in shaders and only recently gained widespread support without causing massive branch misprediction issues. Also sampling inside a branch will cause cache misses and additional texture load instructions.
47 lines
969 B
Plaintext
47 lines
969 B
Plaintext
uniform float4x4 ViewProj;
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uniform texture2d tex_a;
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uniform texture2d tex_b;
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uniform float2 tex_a_dir;
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uniform float2 tex_b_dir;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSSlide(VertData v_in) : TARGET
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{
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float2 tex_a_uv = v_in.uv + tex_a_dir;
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float2 tex_b_uv = v_in.uv - tex_b_dir;
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float4 tex_a_sample = tex_a.Sample(textureSampler, tex_a_uv);
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float4 tex_b_sample = tex_b.Sample(textureSampler, tex_b_uv);
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float val = saturate(abs((tex_a_uv.x - saturate(tex_a_uv.x)) + (tex_a_uv.y - saturate(tex_a_uv.y))) * 65535);
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return lerp(tex_a_sample, tex_b_sample, val);
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}
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technique Slide
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSSlide(v_in);
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}
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}
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