1 /************************************************************************** 2 * 3 * Copyright 2010 Luca Barbieri 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining 6 * a copy of this software and associated documentation files (the 7 * "Software"), to deal in the Software without restriction, including 8 * without limitation the rights to use, copy, modify, merge, publish, 9 * distribute, sublicense, and/or sell copies of the Software, and to 10 * permit persons to whom the Software is furnished to do so, subject to 11 * the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the 14 * next paragraph) shall be included in all copies or substantial 15 * portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 * 25 **************************************************************************/ 26 27 Texture2D tex0; 28 Texture2D tex1; 29 sampler samp0; 30 sampler samp1; 31 32 struct IA2VS 33 { 34 float4 position : POSITION; 35 float2 texcoord : TEXCOORD; 36 }; 37 38 struct VS2PS 39 { 40 float4 position : SV_POSITION; 41 float2 texcoord : TEXCOORD; 42 float4 factors : FACTORS; 43 }; 44 45 VS2PS vs(IA2VS input) 46 { 47 VS2PS result; 48 result.position = input.position; 49 result.texcoord = input.texcoord * 8; 50 result.factors.xy = input.texcoord; 51 result.factors.zw = 1 - input.texcoord; 52 return result; 53 } 54 55 float4 ps(VS2PS input) : SV_TARGET 56 { 57 float4 a0 = tex0.Sample(samp0, input.texcoord); 58 float4 a1 = tex0.Sample(samp1, input.texcoord); 59 float4 a = a0 * input.factors.z + a1 * input.factors.x; 60 61 float4 b0 = tex1.Sample(samp0, input.texcoord); 62 float4 b1 = tex1.Sample(samp1, input.texcoord); 63 float4 b = b0 * input.factors.z + b1 * input.factors.x; 64 65 return a * input.factors.w + b * input.factors.y; 66 } 67