summaryrefslogblamecommitdiffstatshomepage
path: root/hlsl/primary.fx
blob: 939d37e97dd1148f959e5e1a606109247417ae51 (plain) (tree)
1
2
3
4
5
6
7
8

                               
                                                                               




                                                                               























                                                                               






                                    





                                    


                                                                               
                         

                                                                               

                                     
                          
                          
                        
 
                                        

                                        
 
                                                           
                                         


                                                               
 

                                                                                      
 














                                                               
                                         

















                                                                                   
                                                                                      
 
                                   




                                                                               
                        

                                                                               







                                                                 

                                                                 







                                                                 

                         


                                                                               
                     

                                                                               






















                                                                      




                                 

                                                           

         
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Primary Effect
//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------

texture Diffuse;

sampler DiffuseSampler = sampler_state
{
	Texture   = <Diffuse>;
	MipFilter = LINEAR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
	float4 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

struct VS_INPUT
{
	float3 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

struct PS_INPUT
{
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------------
// Primary Vertex Shaders
//-----------------------------------------------------------------------------

static const float Epsilon = 1.0e-7f;

uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 QuadDims;

VS_OUTPUT vs_screen_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;

	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.xy /= ScreenDims;
	Output.Position.y = 1.0f - Output.Position.y; // flip y
	Output.Position.xy -= 0.5f; // center
	Output.Position.xy *= 2.0f; // zoom

	Output.TexCoord = Input.TexCoord;
	// Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)

	Output.Color = Input.Color;

	return Output;
}

VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;

	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.xy /= ScreenDims;
	Output.Position.y = 1.0f - Output.Position.y; // flip y
	Output.Position.xy -= 0.5f; // center
	Output.Position.xy *= 2.0f; // zoom

	Output.TexCoord = Input.TexCoord;
	Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)

	Output.Color = Input.Color;

	return Output;
}

VS_OUTPUT vs_ui_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;

	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.xy /= ScreenDims;
	Output.Position.y = 1.0f - Output.Position.y; // flip y
	Output.Position.xy -= 0.5f; // center
	Output.Position.xy *= 2.0f; // zoom

	Output.TexCoord = Input.TexCoord;
	// Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)

	Output.Color = Input.Color;

	return Output;
}

//-----------------------------------------------------------------------------
// Primary Pixel Shaders
//-----------------------------------------------------------------------------

float4 ps_screen_main(PS_INPUT Input) : COLOR
{
	float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);

	return BaseTexel;
}

float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
{
	float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);

	return BaseTexel;
}

float4 ps_ui_main(PS_INPUT Input) : COLOR
{
	float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
	BaseTexel *= Input.Color;

	return BaseTexel;
}

//-----------------------------------------------------------------------------
// Primary Techniques
//-----------------------------------------------------------------------------

technique ScreenTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		VertexShader = compile vs_2_0 vs_screen_main();
		PixelShader  = compile ps_2_0 ps_screen_main();
	}
}

technique VectorBufferTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		VertexShader = compile vs_2_0 vs_vector_buffer_main();
		PixelShader  = compile ps_2_0 ps_vector_buffer_main();
	}
}

technique UiTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		VertexShader = compile vs_2_0 vs_ui_main();
		PixelShader  = compile ps_2_0 ps_ui_main();
	}
}