75 lines
1.6 KiB
Plaintext
75 lines
1.6 KiB
Plaintext
// Based rendermix wipe shader
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// https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Wipe/Wipe.frag
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uniform float4x4 ViewProj;
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uniform texture2d a_tex;
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uniform texture2d b_tex;
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uniform texture2d l_tex;
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uniform float progress;
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uniform bool invert;
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uniform float softness;
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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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float srgb_nonlinear_to_linear_channel(float u)
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{
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return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
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}
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float3 srgb_nonlinear_to_linear(float3 v)
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{
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return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
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}
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float4 PSLumaWipe(VertData v_in) : TARGET
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{
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float2 uv = v_in.uv;
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float4 a_color = a_tex.Sample(textureSampler, uv);
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float4 b_color = b_tex.Sample(textureSampler, uv);
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float luma = l_tex.Sample(textureSampler, uv).x;
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if (invert)
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luma = 1.0f - luma;
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float time = lerp(0.0f, 1.0f + softness, progress);
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float4 rgba;
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if (luma <= time - softness) {
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rgba = b_color;
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} else if (luma >= time) {
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rgba = a_color;
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} else {
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float alpha = (time - luma) / softness;
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rgba = lerp(a_color, b_color, alpha);
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}
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rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
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return rgba;
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}
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technique LumaWipe
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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 = PSLumaWipe(v_in);
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}
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}
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