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- uniform float4x4 ViewProj;
- uniform texture2d tex_a;
- uniform texture2d tex_b;
- uniform float fade_val;
- sampler_state textureSampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertData {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- #include "premultiplied.inc"
- 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;
- }
- float4 PSFade(VertData v_in) : TARGET
- {
- float4 a_val = convert_pmalpha(tex_a.Sample(textureSampler, v_in.uv));
- float4 b_val = convert_pmalpha(tex_b.Sample(textureSampler, v_in.uv));
- return lerp(a_val, b_val, fade_val);
- }
- technique Fade
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSFade(v_in);
- }
- }
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