//----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; 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; uniform float PostPass; uniform float FixedAlpha; 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 = Input.Color; Output.TexCoord = lerp(Input.TexCoord, Input.Position.xy / float2(TargetWidth, TargetHeight), PostPass); 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] = ; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }