mirror of
https://github.com/Phantop/LADXHD.git
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47 lines
1.1 KiB
HLSL
47 lines
1.1 KiB
HLSL
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#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_1
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#endif
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float4x4 World;
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float4x4 View;
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float4x4 Projection;
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Texture2D sprLight;
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sampler sampler0 : register(s0) { };
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sampler sampler1 : register(s1)
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{
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Texture = (sprLight);
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};
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float lightState = 0;
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int mode = 0;
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int width, height;
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float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
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{
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float4 texColor = tex2D(sampler0, coords);
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float4 lightColor = tex2D(sampler1, float2(pos.x / width, pos.y / height));// * float4(1.963, 1.0, 5.149, 1);
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lightColor.r = clamp(lightColor.r, 0, 1);
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lightColor.b = clamp(lightColor.b, 0, 1);
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float3 lerpTarget = float3(1, 1, 1);
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if (mode == 1)
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lerpTarget = texColor.rgb;
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return float4(lerp(texColor.rgb * lightColor.rgb, lerpTarget, lightState), texColor.a) * color1;
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
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}
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}
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