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https://github.com/Phantop/LADXHD.git
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61 lines
1.2 KiB
HLSL
61 lines
1.2 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_0
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#endif
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const float PI = 3.14159265f;
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float radius = 2.5f;
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float scale = 1;
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float centerX, centerY;
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int width, height;
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sampler sampler0 : register(s0) { };
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struct VertexShaderOutput
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{
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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float4 MainPS(VertexShaderOutput input) : COLOR
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{
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float4 texColor = tex2D(sampler0, input.TexCoord);
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float posX = input.TexCoord.x * width;
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float posY = input.TexCoord.y * height;
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float distX = min(posX, abs(posX - width));
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float distY = min(posY, abs(posY - height));
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float circle = 1;
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if (distX < radius && distY < radius)
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{
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float a = radius - distX;
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float b = radius - distY;
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float dist = clamp((radius - sqrt(a * a + b * b)) * scale, 0, 1);
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circle = dist;
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}
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else
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{
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float distEdge = clamp(min(distX, distY) * scale, 0, 1);
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circle = distEdge;
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}
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return texColor * input.Color * circle;
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}
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technique SpriteDrawing
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{
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pass P0
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{
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PixelShader = compile PS_SHADERMODEL MainPS();
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}
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};
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