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- uniform float4x4 ViewProj;
- uniform texture2d tex_a;
- uniform texture2d tex_b;
- uniform float2 tex_a_dir;
- uniform float2 tex_b_dir;
- sampler_state textureSampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertData {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- 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;
- }
- float srgb_nonlinear_to_linear_channel(float u)
- {
- return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
- }
- float3 srgb_nonlinear_to_linear(float3 v)
- {
- return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
- }
- float4 PSSlide(VertData v_in) : TARGET
- {
- float2 tex_a_uv = v_in.uv + tex_a_dir;
- float2 tex_b_uv = v_in.uv - tex_b_dir;
- float4 outc;
- outc = (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) ||
- (tex_a_uv.y - saturate(tex_a_uv.y) != 0.0)
- ? tex_b.Sample(textureSampler, tex_b_uv)
- : tex_a.Sample(textureSampler, tex_a_uv);
- outc.rgb = srgb_nonlinear_to_linear(outc.rgb);
- return outc;
- }
- technique Slide
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSSlide(v_in);
- }
- }
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