fade_transition.effect 781 B

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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. float4 pos : POSITION;
  12. float2 uv : TEXCOORD0;
  13. };
  14. #include "premultiplied.inc"
  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. float4 PSFade(VertData v_in) : TARGET
  23. {
  24. float4 a_val = convert_pmalpha(tex_a.Sample(textureSampler, v_in.uv));
  25. float4 b_val = convert_pmalpha(tex_b.Sample(textureSampler, v_in.uv));
  26. return lerp(a_val, b_val, fade_val);
  27. }
  28. technique Fade
  29. {
  30. pass
  31. {
  32. vertex_shader = VSDefault(v_in);
  33. pixel_shader = PSFade(v_in);
  34. }
  35. }