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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 {
- float2 uv : TEXCOORD0;
- float4 pos : POSITION;
- };
- struct FragData {
- float2 uv : TEXCOORD0;
- };
- VertData VSDefault(VertData v_in)
- {
- VertData vert_out;
- vert_out.uv = v_in.uv;
- vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
- return vert_out;
- }
- float srgb_nonlinear_to_linear_channel(float u)
- {
- return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
- }
- float3 srgb_nonlinear_to_linear(float3 v)
- {
- return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
- }
- float4 Fade(FragData f_in)
- {
- float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
- float4 b_val = tex_b.Sample(textureSampler, f_in.uv);
- float4 rgba = lerp(a_val, b_val, fade_val);
- return rgba;
- }
- float4 PSFade(FragData f_in) : TARGET
- {
- float4 rgba = Fade(f_in);
- rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
- return rgba;
- }
- float4 PSFadeLinear(FragData f_in) : TARGET
- {
- float4 rgba = Fade(f_in);
- return rgba;
- }
- float4 FadeSingle(FragData f_in)
- {
- float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
- float4 rgba = a_val * fade_val;
- return rgba;
- }
- float4 PSFadeSingle(FragData f_in) : TARGET
- {
- float4 rgba = FadeSingle(f_in);
- return rgba;
- }
- technique Fade
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSFade(f_in);
- }
- }
- technique FadeLinear
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSFadeLinear(f_in);
- }
- }
- technique FadeSingle
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSFadeSingle(f_in);
- }
- }
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