slide_transition.effect 956 B

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  1. uniform float4x4 ViewProj;
  2. uniform texture2d tex_a;
  3. uniform texture2d tex_b;
  4. uniform float2 tex_a_dir;
  5. uniform float2 tex_b_dir;
  6. sampler_state textureSampler {
  7. Filter = Linear;
  8. AddressU = Clamp;
  9. AddressV = Clamp;
  10. };
  11. struct VertData {
  12. float4 pos : POSITION;
  13. float2 uv : TEXCOORD0;
  14. };
  15. #include "premultiplied.inc"
  16. VertData VSDefault(VertData v_in)
  17. {
  18. VertData vert_out;
  19. vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
  20. vert_out.uv = v_in.uv;
  21. return vert_out;
  22. }
  23. float4 PSSlide(VertData v_in) : TARGET
  24. {
  25. float2 tex_a_uv = v_in.uv + tex_a_dir;
  26. float2 tex_b_uv = v_in.uv - tex_b_dir;
  27. float4 outc;
  28. outc = (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) ||
  29. (tex_a_uv.y - saturate(tex_a_uv.y) != 0.0)
  30. ? tex_b.Sample(textureSampler, tex_b_uv)
  31. : tex_a.Sample(textureSampler, tex_a_uv);
  32. return convert_pmalpha(outc);
  33. }
  34. technique Slide
  35. {
  36. pass
  37. {
  38. vertex_shader = VSDefault(v_in);
  39. pixel_shader = PSSlide(v_in);
  40. }
  41. }