Faction Test v1.0.1.0

This commit is contained in:
Regalis11
2023-02-16 15:01:28 +02:00
parent caa5a2f762
commit 2c5a7923b0
309 changed files with 7502 additions and 4335 deletions
@@ -79,3 +79,8 @@
/processorParam:DebugMode=Auto
/build:blueprintshader.fx
#begin wearableclip.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:wearableclip.fx
@@ -78,3 +78,9 @@
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:thresholdtint_opengl.fx
#begin wearableclip_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:wearableclip_opengl.fx
@@ -0,0 +1,42 @@
Texture2D xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture2D xStencil;
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
float aCutoff;
float4x4 wearableUvToClipperUv;
float clipperTexelSize;
float stencilSample(float2 texCoord, float2 offset)
{
return xStencil.Sample(
StencilSampler,
mul(float4(texCoord.x, texCoord.y, 0, 1), wearableUvToClipperUv).xy + offset).a;
}
float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = xTexture.Sample(TextureSampler, texCoord) * color;
float minStencil = stencilSample(texCoord, float2(0,0));
minStencil = min(minStencil, stencilSample(texCoord, float2(-clipperTexelSize,0)));
minStencil = min(minStencil, stencilSample(texCoord, float2(clipperTexelSize,0)));
minStencil = min(minStencil, stencilSample(texCoord, float2(0,-clipperTexelSize)));
minStencil = min(minStencil, stencilSample(texCoord, float2(0,clipperTexelSize)));
float aDiff = minStencil - aCutoff;
clip(aDiff);
return c;
}
technique StencilShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
}
}
@@ -0,0 +1,42 @@
Texture2D xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture2D xStencil;
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
float aCutoff;
float4x4 wearableUvToClipperUv;
float clipperTexelSize;
float stencilSample(float2 texCoord, float2 offset)
{
return tex2D(
StencilSampler,
mul(float4(texCoord.x, texCoord.y, 0, 1), wearableUvToClipperUv).xy + offset).a;
}
float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = tex2D(TextureSampler, texCoord) * color;
float minStencil = stencilSample(texCoord, float2(0,0));
minStencil = min(minStencil, stencilSample(texCoord, float2(-clipperTexelSize,0)));
minStencil = min(minStencil, stencilSample(texCoord, float2(clipperTexelSize,0)));
minStencil = min(minStencil, stencilSample(texCoord, float2(0,-clipperTexelSize)));
minStencil = min(minStencil, stencilSample(texCoord, float2(0,clipperTexelSize)));
float aDiff = minStencil - aCutoff;
clip(aDiff);
return c;
}
technique StencilShader
{
pass Pass1
{
PixelShader = compile ps_2_0 main();
}
}