slide_transition.effect 1.2 KB

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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. 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. float srgb_nonlinear_to_linear_channel(float u)
  23. {
  24. return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
  25. }
  26. float3 srgb_nonlinear_to_linear(float3 v)
  27. {
  28. return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
  29. }
  30. float4 PSSlide(VertData v_in) : TARGET
  31. {
  32. float2 tex_a_uv = v_in.uv + tex_a_dir;
  33. float2 tex_b_uv = v_in.uv - tex_b_dir;
  34. float4 outc;
  35. outc = (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) ||
  36. (tex_a_uv.y - saturate(tex_a_uv.y) != 0.0)
  37. ? tex_b.Sample(textureSampler, tex_b_uv)
  38. : tex_a.Sample(textureSampler, tex_a_uv);
  39. outc.rgb = srgb_nonlinear_to_linear(outc.rgb);
  40. return outc;
  41. }
  42. technique Slide
  43. {
  44. pass
  45. {
  46. vertex_shader = VSDefault(v_in);
  47. pixel_shader = PSSlide(v_in);
  48. }
  49. }