fade_transition.effect 1.9 KB

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  1. uniform float4x4 ViewProj;
  2. uniform texture2d tex_a;
  3. uniform texture2d tex_b;
  4. uniform float fade_val;
  5. sampler_state textureSampler {
  6. Filter = Linear;
  7. AddressU = Clamp;
  8. AddressV = Clamp;
  9. };
  10. struct VertData {
  11. float2 uv : TEXCOORD0;
  12. float4 pos : POSITION;
  13. };
  14. struct FragData {
  15. float2 uv : TEXCOORD0;
  16. };
  17. VertData VSDefault(VertData v_in)
  18. {
  19. VertData vert_out;
  20. vert_out.uv = v_in.uv;
  21. vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
  22. return vert_out;
  23. }
  24. float srgb_nonlinear_to_linear_channel(float u)
  25. {
  26. return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
  27. }
  28. float3 srgb_nonlinear_to_linear(float3 v)
  29. {
  30. return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
  31. }
  32. float4 Fade(FragData f_in)
  33. {
  34. float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
  35. float4 b_val = tex_b.Sample(textureSampler, f_in.uv);
  36. float4 rgba = lerp(a_val, b_val, fade_val);
  37. rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
  38. return rgba;
  39. }
  40. float4 PSFade(FragData f_in) : TARGET
  41. {
  42. float4 rgba = Fade(f_in);
  43. return rgba;
  44. }
  45. float4 FadeLinear(FragData f_in)
  46. {
  47. float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
  48. float4 b_val = tex_b.Sample(textureSampler, f_in.uv);
  49. float4 rgba = lerp(a_val, b_val, fade_val);
  50. return rgba;
  51. }
  52. float4 PSFadeLinear(FragData f_in) : TARGET
  53. {
  54. float4 rgba = FadeLinear(f_in);
  55. return rgba;
  56. }
  57. float4 FadeSingle(FragData f_in)
  58. {
  59. float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
  60. float4 rgba = a_val * fade_val;
  61. return rgba;
  62. }
  63. float4 PSFadeSingle(FragData f_in) : TARGET
  64. {
  65. float4 rgba = FadeSingle(f_in);
  66. return rgba;
  67. }
  68. technique Fade
  69. {
  70. pass
  71. {
  72. vertex_shader = VSDefault(v_in);
  73. pixel_shader = PSFade(f_in);
  74. }
  75. }
  76. technique FadeLinear
  77. {
  78. pass
  79. {
  80. vertex_shader = VSDefault(v_in);
  81. pixel_shader = PSFadeLinear(f_in);
  82. }
  83. }
  84. technique FadeSingle
  85. {
  86. pass
  87. {
  88. vertex_shader = VSDefault(v_in);
  89. pixel_shader = PSFadeSingle(f_in);
  90. }
  91. }