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44 lines
876 B
HLSL
44 lines
876 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_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 SpriteTexture;
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sampler2D sampler0 : register(s0)
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{
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};
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Texture2D NoiceTexture;
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sampler sampler1 : register(s1)
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{
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Texture = (NoiceTexture);
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Filter = POINT;
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};
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float Percentage;
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float2 Scale;
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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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if ((Percentage > 0 && Percentage >= tex2D(sampler1, coords * Scale).r) || Percentage == 1)
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return float4(0, 0, 0, 0);
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else
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return texColor * 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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} |