SpriteText.bsl 3.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176
  1. Parameters =
  2. {
  3. mat4x4 worldTransform;
  4. float invViewportWidth;
  5. float invViewportHeight;
  6. Sampler2D mainTexSamp : alias("mainTexture");
  7. Texture2D mainTexture;
  8. color tint;
  9. };
  10. Technique =
  11. {
  12. Language = "HLSL11";
  13. Pass =
  14. {
  15. Target =
  16. {
  17. Blend = true;
  18. Color = { SRCA, SRCIA, ADD };
  19. WriteMask = RGB;
  20. };
  21. DepthRead = false;
  22. DepthWrite = false;
  23. Vertex =
  24. {
  25. float invViewportWidth;
  26. float invViewportHeight;
  27. float4x4 worldTransform;
  28. void main(
  29. in float3 inPos : POSITION,
  30. in float2 uv : TEXCOORD0,
  31. out float4 oPosition : SV_Position,
  32. out float2 oUv : TEXCOORD0)
  33. {
  34. float4 tfrmdPos = mul(worldTransform, float4(inPos.xy, 0, 1));
  35. float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth);
  36. float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight);
  37. oPosition = float4(tfrmdX, tfrmdY, 0, 1);
  38. oUv = uv;
  39. }
  40. };
  41. Fragment =
  42. {
  43. SamplerState mainTexSamp : register(s0);
  44. Texture2D mainTexture : register(t0);
  45. float4 tint;
  46. float4 main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
  47. {
  48. float4 color = float4(tint.rgb, mainTexture.Sample(mainTexSamp, uv).r * tint.a);
  49. return color;
  50. }
  51. };
  52. };
  53. };
  54. Technique =
  55. {
  56. Language = "HLSL9";
  57. Pass =
  58. {
  59. Target =
  60. {
  61. Blend = true;
  62. Color = { SRCA, SRCIA, ADD };
  63. WriteMask = RGB;
  64. };
  65. DepthRead = false;
  66. DepthWrite = false;
  67. Vertex =
  68. {
  69. float invViewportWidth;
  70. float invViewportHeight;
  71. float4x4 worldTransform;
  72. void main(
  73. in float3 inPos : POSITION,
  74. in float2 uv : TEXCOORD0,
  75. out float4 oPosition : POSITION,
  76. out float2 oUv : TEXCOORD0)
  77. {
  78. float4 tfrmdPos = mul(worldTransform, float4(inPos.xy, 0, 1));
  79. float tfrmdX = -1.0f + ((tfrmdPos.x - 0.5f) * invViewportWidth);
  80. float tfrmdY = 1.0f - ((tfrmdPos.y - 0.5f) * invViewportHeight);
  81. oPosition = float4(tfrmdX, tfrmdY, 0, 1);
  82. oUv = uv;
  83. }
  84. };
  85. Fragment =
  86. {
  87. sampler2D mainTexture;
  88. float4 tint;
  89. float4 main(float2 uv : TEXCOORD0) : COLOR0
  90. {
  91. float4 color = float4(tint.rgb, tex2D(mainTexture, uv).r * tint.a);
  92. return color;
  93. }
  94. };
  95. };
  96. };
  97. Technique =
  98. {
  99. Language = "GLSL";
  100. Pass =
  101. {
  102. Target =
  103. {
  104. Blend = true;
  105. Color = { SRCA, SRCIA, ADD };
  106. WriteMask = RGB;
  107. };
  108. DepthRead = false;
  109. DepthWrite = false;
  110. Vertex =
  111. {
  112. uniform float invViewportWidth;
  113. uniform float invViewportHeight;
  114. uniform mat4 worldTransform;
  115. in vec3 bs_position;
  116. in vec2 bs_texcoord0;
  117. out vec2 texcoord0;
  118. out gl_PerVertex
  119. {
  120. vec4 gl_Position;
  121. };
  122. void main()
  123. {
  124. vec4 tfrmdPos = worldTransform * vec4(bs_position.xy, 0, 1);
  125. float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth);
  126. float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight);
  127. gl_Position = vec4(tfrmdX, tfrmdY, 0, 1);
  128. texcoord0 = bs_texcoord0;
  129. }
  130. };
  131. Fragment =
  132. {
  133. uniform sampler2D mainTexture;
  134. uniform vec4 tint;
  135. in vec2 texcoord0;
  136. out vec4 fragColor;
  137. void main()
  138. {
  139. vec4 color = vec4(tint.rgb, texture2D(mainTexture, texcoord0.st).r * tint.a);
  140. fragColor = color;
  141. }
  142. };
  143. };
  144. };