swipe_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 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. VertData VSDefault(VertData v_in)
  15. {
  16. VertData vert_out;
  17. vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
  18. vert_out.uv = v_in.uv;
  19. return vert_out;
  20. }
  21. float srgb_nonlinear_to_linear_channel(float u)
  22. {
  23. return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
  24. }
  25. float3 srgb_nonlinear_to_linear(float3 v)
  26. {
  27. return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
  28. }
  29. float4 PSSwipe(VertData v_in) : TARGET
  30. {
  31. float2 swipe_uv = v_in.uv + swipe_val;
  32. float4 outc;
  33. outc = (swipe_uv.x - saturate(swipe_uv.x) != 0.0) ||
  34. (swipe_uv.y - saturate(swipe_uv.y) != 0.0)
  35. ? tex_b.Sample(textureSampler, v_in.uv)
  36. : tex_a.Sample(textureSampler, swipe_uv);
  37. outc.rgb = srgb_nonlinear_to_linear(outc.rgb);
  38. return outc;
  39. }
  40. technique Swipe
  41. {
  42. pass
  43. {
  44. vertex_shader = VSDefault(v_in);
  45. pixel_shader = PSSwipe(v_in);
  46. }
  47. }