// license:BSD-3-Clause // copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- // Primary Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- 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; }; //----------------------------------------------------------------------------- // 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(); } }