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- // Based rendermix wipe shader
- // https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Wipe/Wipe.frag
- uniform float4x4 ViewProj;
- uniform texture2d a_tex;
- uniform texture2d b_tex;
- uniform texture2d l_tex;
- uniform float progress;
- uniform bool invert;
- uniform float softness;
- sampler_state textureSampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertData {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertData VSDefault(VertData v_in)
- {
- VertData vert_out;
- vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = v_in.uv;
- return vert_out;
- }
- float4 PSLumaWipe(VertData v_in) : TARGET
- {
- float2 uv = v_in.uv;
- float4 a_color = a_tex.Sample(textureSampler, uv);
- float4 b_color = b_tex.Sample(textureSampler, uv);
- float luma = l_tex.Sample(textureSampler, uv).x;
- if (invert)
- luma = 1.0f - luma;
- float time = lerp(0.0f, 1.0f + softness, progress);
- float4 rgba;
- if (luma <= time - softness) {
- rgba = b_color;
- } else if (luma >= time) {
- rgba = a_color;
- } else {
- float alpha = (time - luma) / softness;
- rgba = lerp(a_color, b_color, alpha);
- }
- return rgba;
- }
- technique LumaWipe
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSLumaWipe(v_in);
- }
- }
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