//----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // 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 float2 TimeParams; uniform float3 LengthParams; 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 = Input.Position.xy / float2(TargetWidth, TargetHeight); return Output; } //----------------------------------------------------------------------------- // Simple Pixel Shader //----------------------------------------------------------------------------- // TimeParams.x: Frame time of the vector // TimeParams.y: How much frame time affects the vector's fade // LengthParams.x: Length of the vector // LengthParams.y: How much length affects the vector's fade // LengthParams.z: Size at which fade is maximum float4 ps_main(PS_INPUT Input) : COLOR { float timeModulate = lerp(1.0f, TimeParams.x, TimeParams.y) * 2.0; float lengthModulate = clamp(1.0f - LengthParams.x / LengthParams.z, 0.0f, 1.0f); lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y) * 2.0; float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f) * 8.0; return outColor; } //----------------------------------------------------------------------------- // Simple Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }