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https://github.com/TombEngine/TombEngine.git
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52 lines
1.2 KiB
HLSL
52 lines
1.2 KiB
HLSL
bool CinematicBars;
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float FadeFactor;
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texture Texture;
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sampler2D TextureSampler = sampler_state {
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Texture = (Texture);
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MinFilter = Linear;
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MagFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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};
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struct VertexShaderInput
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{
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float3 Position : POSITION0;
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float2 TextureCoordinate : TEXCOORD0;
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};
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struct VertexShaderOutput
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{
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float4 Position : POSITION0;
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float2 TextureCoordinate : TEXCOORD0;
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float4 PositionCopy : TEXCOORD1;
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};
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VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
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{
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VertexShaderOutput output;
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output.Position = float4(input.Position, 1.0f);
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output.TextureCoordinate = input.TextureCoordinate;
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output.PositionCopy = output.Position;
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return output;
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}
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float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
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{
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if (CinematicBars && (input.PositionCopy.y < -0.8f || input.PositionCopy.y >= 0.8f))
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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return float4(tex2D(TextureSampler, input.TextureCoordinate).rgb * FadeFactor, 1.0f);
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}
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technique FullScreenQuad
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{
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pass Pass1
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{
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VertexShader = compile vs_3_0 VertexShaderFunction();
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PixelShader = compile ps_3_0 PixelShaderFunction();
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}
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}
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