ScarletBlackMarket/script/sample/SamplePS02_HLSL.txt

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//================================================================
//大域設定値
//Texture
sampler sampler0_ : register(s0);
//--------------------------------
//マスク用テクスチャ
//画面幅(マスクテクスチャサイズ)
const float SCREEN_WIDTH = 640;
const float SCREEN_HEIGHT = 480;
texture textureMask_;
sampler samplerMask_ = sampler_state
{
Texture = <textureMask_>;
};
//================================================================
//--------------------------------
//ピクセルシェーダ入力値
struct PS_INPUT
{
float4 diffuse : COLOR0; //ディフューズ色
float2 texCoord : TEXCOORD0; //テクスチャ座標
float2 vPos : VPOS; //描画先座標
};
//--------------------------------
//ピクセルシェーダ出力値
struct PS_OUTPUT
{
float4 color : COLOR0; //出力色
};
//================================================================
// シェーダ
//--------------------------------
//ピクセルシェーダ
PS_OUTPUT PsMask( PS_INPUT In ) : COLOR0
{
PS_OUTPUT Out;
//テクスチャの色
float4 colorTexture = tex2D(sampler0_, In.texCoord);
//頂点ディフーズ色
float4 colorDiffuse = In.diffuse;
//合成
float4 color = colorTexture * colorDiffuse;
Out.color = color;
if(color.a > 0)
{
//--------------------------------
//マスク用のテクスチャから色成分を取得
//UVでの位置は画像ファイルの横幅と高さからの割合
//例えば、640x480の画像の位置(320,240)はUVでは0.5,0.5になる。
float2 maskUV;
//描画先からマスク用テクスチャの位置を計算
maskUV.x = In.vPos.x / SCREEN_WIDTH;
maskUV.y = In.vPos.y / SCREEN_HEIGHT;
float4 colorMask = tex2D(samplerMask_, maskUV);
//マスクのRGB値を出力結果のα値として合成する
Out.color.a = ( colorMask.r + colorMask.g + colorMask.b ) * 0.3333f * color.a;
}
return Out;
}
//================================================================
//--------------------------------
//technique
technique TecMask
{
pass P0
{
PixelShader = compile ps_3_0 PsMask();
}
}