swipe_transition.effect 888 B

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