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author Ryan Holtz <rholtz@batcountryentertainment.com>2012-12-31 21:29:02 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2012-12-31 21:29:02 +0000
commit7e652d13c538f96ee0d43207cd373e4f53d06805 (patch)
treedc298738aeb7eb4cc7bd8a19212056706fe19f5a /hlsl/vector.fx
parent2be79ec4d38880fc38be80213ac115910e891782 (diff)
- render.c: Added new PRIMFLAG macros pertaining to vectors, to be used by the
OSD. [MooglyGuy] - d3dhlsl.c: Began laying the groundwork for vector post-processing, disabled by default. [MooglyGuy]
Diffstat (limited to 'hlsl/vector.fx')
-rw-r--r--hlsl/vector.fx91
1 files changed, 91 insertions, 0 deletions
diff --git a/hlsl/vector.fx b/hlsl/vector.fx
new file mode 100644
index 00000000000..066d7df1889
--- /dev/null
+++ b/hlsl/vector.fx
@@ -0,0 +1,91 @@
+//-----------------------------------------------------------------------------
+// Effect File Variables
+//-----------------------------------------------------------------------------
+
+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;
+};
+
+//-----------------------------------------------------------------------------
+// Simple Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x -= 0.5f;
+ Output.Position.y -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = float4(0.0f, 0.0f, Input.Color.z, 1.0f);
+ Output.TexCoord = Input.Position.xy / float2(TargetWidth, TargetHeight);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Simple Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
+ return BaseTexel * Input.Color;
+}
+
+//-----------------------------------------------------------------------------
+// Simple Effect
+//-----------------------------------------------------------------------------
+
+technique TestTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ //Sampler[0] = <DiffuseSampler>;
+
+ VertexShader = compile vs_2_0 vs_main();
+ PixelShader = compile ps_2_0 ps_main();
+ }
+}