annotate Data/Shaders/TexturedQuad.fx @ 5:88b5c4d51c68

Cleanup dialog code; Start work on grid centering
author koryspansel
date Thu, 08 Sep 2011 11:55:35 -0700
parents 7e3a0ae9c016
children efd2b1ca5b77
rev   line source
0
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koryspansel <koryspansel@bendbroadband.com>
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1 extern uniform float4x4 kProjection;
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2 extern uniform float4x4 kWorld;
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3 extern uniform texture kTexture;
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4 extern uniform float4 kColor;
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5
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6 /*
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7 * TextureSampler
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8 */
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9 sampler TextureSampler = sampler_state
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10 {
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11 Texture = <kTexture>;
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12 MinFilter = POINT;
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13 MagFilter = POINT;
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14 AddressU = CLAMP;
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15 AddressV = CLAMP;
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16 };
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17
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18 /*
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19 * VertexInput
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20 */
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21 struct VertexInput
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22 {
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23 /*
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24 * Position
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25 */
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26 float3 Position : POSITION0;
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27
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28 /*
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29 * TextureCoordinate
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30 */
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31 float2 TextureCoordinate : TEXCOORD0;
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32 };
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33
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34 /*
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35 * VertexOutput
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36 */
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37 struct VertexOutput
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38 {
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39 /*
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40 * Position
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41 */
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42 float4 Position : POSITION0;
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43
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44 /*
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45 * TextureCoordinate
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46 */
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47 float2 TextureCoordinate : TEXCOORD0;
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48 };
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49
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50 /*
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51 * PixelInput
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52 */
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53 struct PixelInput
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54 {
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55 /*
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56 * TextureCoordinate
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57 */
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58 float2 TextureCoordinate : TEXCOORD0;
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59
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60 /*
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61 * Color
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62 */
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63 float4 Color : COLOR0;
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64 };
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65
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66 /*
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67 * PixelOutput
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68 */
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69 struct PixelOutput
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70 {
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71 /*
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72 * Color
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73 */
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74 float4 Color : COLOR0;
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75 };
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76
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77 /*
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78 * TexturedQuadVS
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79 */
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80 VertexOutput TexturedQuadVS(VertexInput kInput)
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81 {
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82 VertexOutput kOutput;
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83
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84 kOutput.Position = mul(float4(kInput.Position, 1.0f), mul(kWorld, kProjection));
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85 kOutput.TextureCoordinate = kInput.TextureCoordinate;
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86
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87 return kOutput;
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88 }
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89
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90 /*
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91 * TexturedQuadPS
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92 */
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93 PixelOutput TexturedQuadPS(PixelInput kInput)
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94 {
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95 PixelOutput kOutput;
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96
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97 float4 kTexture = tex2D(TextureSampler, kInput.TextureCoordinate);
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98
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99 kOutput.Color = float4(kTexture.rgb * kColor.rgb, kTexture.a);
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100 //kOutput.Color = kColor;
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101
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102 return kOutput;
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103 }
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104
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105 technique Default
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106 {
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107 pass Opaque
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108 {
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109 vertexShader = compile vs_2_0 TexturedQuadVS();
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110 pixelShader = compile ps_2_0 TexturedQuadPS();
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111
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112 /*
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113 ZEnable = true;
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114 ZWriteEnable = true;
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115 ZFunc = LessEqual;
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116 */
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117
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118 AlphaBlendEnable = true;
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119 AlphaFunc = LessEqual;
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120 SrcBlend = SrcAlpha;
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121 DestBlend = InvSrcAlpha;
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122 }
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123 }