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- //////////////////////////////////////////////////////////////////////////////
- // ©2006 Electronic Arts Inc
- //
- // FX Shader for Bootupscreen
- //////////////////////////////////////////////////////////////////////////////
- #include "Common.fxh"
- // ----------------------------------------------------------------------------
- // Textures declaration
- // ----------------------------------------------------------------------------
- SAMPLER_2D_BEGIN(BaseTexture,
- string UIWidget = "None";
- )
- AddressU = Clamp;
- AddressV = Clamp;
- MinFilter = Linear;
- MagFilter = Linear;
- MipFilter = Linear;
- SAMPLER_2D_END
- // ---------------------------------------------------------------------------
- struct VSOutput
- {
- float4 Position : POSITION;
- float2 TexCoord0 : TEXCOORD0;
- float4 Color : COLOR0;
- };
- // ---------------------------------------------------------------------------
- VSOutput VS(float3 Pos : POSITION, float2 Tex : TEXCOORD0, float4 color : COLOR0 )
- {
- VSOutput Out;
-
- Out.Position.x = Pos.x/1.0 - 0.0;
- Out.Position.y = Pos.y/1.0 - 0.0;
- Out.Position.z = 0.0;
- Out.Position.w = 1.0;
- Out.TexCoord0.x = Tex.x;
- Out.TexCoord0.y = Tex.y;
- Out.Color = color;
- return Out;
- }
- // ---------------------------------------------------------------------------
- float4 PS(VSOutput In) : COLOR
- {
- return tex2D(SAMPLER(BaseTexture),In.TexCoord0)*In.Color;
- }
- technique Blit
- {
- pass P0
- {
- VertexShader = compile VS_2_0 VS();
- PixelShader = compile PS_2_0 PS();
-
- ZEnable = false;
- ZWriteEnable = false;
- CullMode = None;
-
- SrcBlend = SrcAlpha;
- DestBlend = InvSrcAlpha;
- AlphaBlendEnable = true;
- AlphaTestEnable = false;
- }
- }
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