fade_transition.effect 1.7 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. return rgba;
  38. }
  39. float4 PSFade(FragData f_in) : TARGET
  40. {
  41. float4 rgba = Fade(f_in);
  42. rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
  43. return rgba;
  44. }
  45. float4 PSFadeLinear(FragData f_in) : TARGET
  46. {
  47. float4 rgba = Fade(f_in);
  48. return rgba;
  49. }
  50. float4 FadeSingle(FragData f_in)
  51. {
  52. float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
  53. float4 rgba = a_val * fade_val;
  54. return rgba;
  55. }
  56. float4 PSFadeSingle(FragData f_in) : TARGET
  57. {
  58. float4 rgba = FadeSingle(f_in);
  59. return rgba;
  60. }
  61. technique Fade
  62. {
  63. pass
  64. {
  65. vertex_shader = VSDefault(v_in);
  66. pixel_shader = PSFade(f_in);
  67. }
  68. }
  69. technique FadeLinear
  70. {
  71. pass
  72. {
  73. vertex_shader = VSDefault(v_in);
  74. pixel_shader = PSFadeLinear(f_in);
  75. }
  76. }
  77. technique FadeSingle
  78. {
  79. pass
  80. {
  81. vertex_shader = VSDefault(v_in);
  82. pixel_shader = PSFadeSingle(f_in);
  83. }
  84. }