2016-02-23 23:16:51 +00:00
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uniform float4x4 ViewProj;
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uniform texture2d image;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSDrawBare(VertInOut vert_in) : TARGET
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{
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return image.Sample(def_sampler, vert_in.uv);
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}
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2019-07-27 12:47:10 +00:00
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float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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float alpha = rgba.a;
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float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
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return float4(rgba.rgb * multiplier, alpha);
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}
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2016-02-23 23:16:51 +00:00
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawBare(vert_in);
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}
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}
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2019-07-27 12:47:10 +00:00
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technique DrawAlphaDivide
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAlphaDivide(vert_in);
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}
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}
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