SpriteText.bsl 526 B

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  1. #define UV 1
  2. #define TRANSPARENCY 1
  3. #include "$ENGINE$\SpriteCommon.bslinc"
  4. shader SpriteText
  5. {
  6. mixin SpriteCommon;
  7. variations
  8. {
  9. ALPHA = { false, true };
  10. };
  11. code
  12. {
  13. [alias(gMainTexture)]
  14. SamplerState gMainTexSamp;
  15. Texture2D gMainTexture;
  16. float4 fsmain(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
  17. {
  18. #if ALPHA
  19. return gMainTexture.Sample(gMainTexSamp, uv).r * gTint.a;
  20. #else
  21. return float4(gTint.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * gTint.a);
  22. #endif
  23. }
  24. };
  25. };