LADXHD/Content/Shader/FullShadowEffect.fx

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2023-12-14 22:21:22 +00:00
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
float4x4 xViewProjection;
Texture2D SpriteTexture;
sampler2D SpriteTextureSampler = sampler_state
{
Texture = <SpriteTexture>;
};
sampler s0;
float pixelWidth;
float rotation = 1.5;
float offsetX;
float height;
struct VertexShaderOutput
{
float4 Pos : SV_Position;
float2 TextureCoordinates : TEXCOORD0;
float2 DrawPosition : TEXCOORD1;
float2 SourceSize : TEXCOORD2;
float4 Color: COLOR0;
};
struct PixelShaderInput
{
float4 Pos : SV_Position;
float2 TextureCoordinates : TEXCOORD0;
float2 DrawPosition : TEXCOORD1;
float2 SourceSize : TEXCOORD2;
float2 RealCoord : TEXCOORD3;
float4 Color: COLOR0;
};
PixelShaderInput SpriteVertexShader(VertexShaderOutput input)
{
PixelShaderInput Output = (PixelShaderInput)0;
input.Pos.x += ((input.SourceSize.y - input.Pos.y + input.DrawPosition.y) * offsetX);
input.Pos.y -= ((-(input.DrawPosition.y + input.SourceSize.y) + input.Pos.y) * (1 - height));
Output.RealCoord = float2(
(input.Pos.x - input.DrawPosition.x) / input.SourceSize.x,
(input.Pos.y - input.DrawPosition.y - (input.SourceSize.y * (1 - height))) / (input.SourceSize.y * height));
Output.Pos = mul(input.Pos, xViewProjection);
Output.TextureCoordinates = input.TextureCoordinates;
Output.Color = input.Color;
return Output;
}
float4 MainPS(PixelShaderInput input) : COLOR
{
float4 texColor = tex2D(s0, float2(input.TextureCoordinates.x, input.TextureCoordinates.y));
return texColor.a * input.Color;
}
technique SpriteDrawing
{
pass P0
{
VertexShader = compile VS_SHADERMODEL SpriteVertexShader();
PixelShader = compile PS_SHADERMODEL MainPS();
}
};