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      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