uniform float4x4 ViewProj; uniform texture2d tex_a; uniform texture2d tex_b; uniform float2 swipe_val; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; #include "premultiplied.inc" VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 PSSwipe(VertData v_in) : TARGET { float2 swipe_uv = v_in.uv + swipe_val; float4 outc; outc = (swipe_uv.x - saturate(swipe_uv.x) != 0.0) || (swipe_uv.y - saturate(swipe_uv.y) != 0.0) ? tex_b.Sample(textureSampler, v_in.uv) : tex_a.Sample(textureSampler, swipe_uv); return convert_pmalpha(outc); } technique Swipe { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSSwipe(v_in); } }