99 lines
1.7 KiB
Plaintext
99 lines
1.7 KiB
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 float fade_val;
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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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float2 uv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct FragData {
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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.uv = v_in.uv;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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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 Fade(FragData f_in)
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{
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float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
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float4 b_val = tex_b.Sample(textureSampler, f_in.uv);
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float4 rgba = lerp(a_val, b_val, fade_val);
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return rgba;
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}
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float4 PSFade(FragData f_in) : TARGET
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{
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float4 rgba = Fade(f_in);
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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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float4 PSFadeLinear(FragData f_in) : TARGET
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{
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float4 rgba = Fade(f_in);
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return rgba;
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}
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float4 FadeSingle(FragData f_in)
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{
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float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
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float4 rgba = a_val * fade_val;
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return rgba;
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}
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float4 PSFadeSingle(FragData f_in) : TARGET
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{
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float4 rgba = FadeSingle(f_in);
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return rgba;
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}
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technique Fade
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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 = PSFade(f_in);
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}
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}
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technique FadeLinear
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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 = PSFadeLinear(f_in);
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}
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}
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technique FadeSingle
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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 = PSFadeSingle(f_in);
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}
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}
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