2016-02-23 23:16:51 +00:00
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uniform float4x4 ViewProj;
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uniform texture2d tex_a;
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uniform texture2d tex_b;
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uniform float fade_val;
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sampler_state textureSampler {
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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 VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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2017-04-15 19:02:06 +00:00
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#include "premultiplied.inc"
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2016-02-23 23:16:51 +00:00
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSFade(VertData v_in) : TARGET
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{
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2017-04-15 19:02:06 +00:00
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float4 a_val = convert_pmalpha(tex_a.Sample(textureSampler, v_in.uv));
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float4 b_val = convert_pmalpha(tex_b.Sample(textureSampler, v_in.uv));
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2016-02-23 23:16:51 +00:00
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return lerp(a_val, b_val, fade_val);
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}
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technique Fade
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSFade(v_in);
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}
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}
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