LADXHD/Content/Shader/LightShader.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_1
#endif
float4x4 World;
float4x4 View;
float4x4 Projection;
Texture2D sprLight;
sampler sampler0 : register(s0) { };
sampler sampler1 : register(s1)
{
Texture = (sprLight);
};
float lightState = 0;
int mode = 0;
int width, height;
float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
{
float4 texColor = tex2D(sampler0, coords);
float4 lightColor = tex2D(sampler1, float2(pos.x / width, pos.y / height));// * float4(1.963, 1.0, 5.149, 1);
lightColor.r = clamp(lightColor.r, 0, 1);
lightColor.b = clamp(lightColor.b, 0, 1);
float3 lerpTarget = float3(1, 1, 1);
if (mode == 1)
lerpTarget = texColor.rgb;
return float4(lerp(texColor.rgb * lightColor.rgb, lerpTarget, lightState), texColor.a) * color1;
}
technique Technique1
{
pass Pass1
{
PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
}
}