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38 lines
906 B
HLSL
38 lines
906 B
HLSL
#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_level_9_1
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#endif
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float mark0 = 0.0;
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float mark1 = 0.0;
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#define c0 float4(1.000, 0.710, 0.192, 1.000)
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#define c1 float4(0.871, 0.000, 0.000, 1.000)
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#define c2 float4(0.000, 0.000, 0.000, 1.000)
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sampler s0;
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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 color = tex2D(s0, coords) * color1;
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float sum = 0.333f * color.r + 0.333f * color.g + 0.333f * color.b;
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if(sum < mark0)
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return c0 * color.a * color1.a;
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if(sum < mark1)
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return c1 * color.a * color1.a;
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return c2 * color.a * color1.a;
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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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} |