Created
June 14, 2018 17:17
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float4x4 World; | |
float4x4 View; | |
float4x4 Projection; | |
float4x4 xWorldViewProjection; | |
Texture xColoredTexture; | |
float DisplacementScroll; | |
sampler ColoredTextureSampler = sampler_state | |
{ | |
texture = <xColoredTexture>; | |
magfilter = LINEAR; | |
minfilter = LINEAR; | |
mipfilter = LINEAR; | |
AddressU = mirror; | |
AddressV = mirror; | |
}; | |
struct VertexShaderInput | |
{ | |
float4 Position : POSITION0; | |
float4 textureCoordinates : TEXCOORD0; | |
}; | |
struct VertexShaderOutput | |
{ | |
float4 Position : POSITION0; | |
float4 textureCoordinates : TEXCOORD0; | |
}; | |
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 | |
{ | |
float4 Color; | |
float2 texCoord2 = input.textureCoordinates.xy + DisplacementScroll; | |
float2 texCoord3 = input.textureCoordinates.xy - DisplacementScroll; | |
float4 color1 = tex2D(ColoredTextureSampler, texCoord2); | |
float4 color2 = tex2D(ColoredTextureSampler, input.textureCoordinates.xy); | |
float4 color3 = tex2D(ColoredTextureSampler, texCoord3); | |
return float4(color1.r, color2.g, color3.b, color1.a); | |
} | |
technique Technique1 | |
{ | |
pass Pass1 | |
{ | |
// TODO: set renderstates here. | |
//VertexShader = compile vs_2_0 VertexShaderFunction(); | |
PixelShader = compile ps_2_0 PixelShaderFunction(); | |
} | |
} |
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