diff options
Diffstat (limited to 'hlsl/simple.fx')
-rw-r--r-- | hlsl/simple.fx | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/hlsl/simple.fx b/hlsl/simple.fx new file mode 100644 index 00000000000..9f510ea9c73 --- /dev/null +++ b/hlsl/simple.fx @@ -0,0 +1,91 @@ +//----------------------------------------------------------------------------- +// Effect File Variables +//----------------------------------------------------------------------------- + +texture DiffuseTexture; + +sampler DiffuseSampler = sampler_state +{ + Texture = <DiffuseTexture>; + 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 float2 ScreenDims; + +VS_OUTPUT vs_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.Position.xy / ScreenDims; + + Output.Color = Input.Color; + + return Output; +} + +//----------------------------------------------------------------------------- +// Simple Pixel Shader +//----------------------------------------------------------------------------- + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float4 texel = tex2D(DiffuseSampler, Input.TexCoord); + + return float4(texel.rgb, 1.0f); +} + +//----------------------------------------------------------------------------- +// 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(); + } +} |