f8b0295...0671290

This commit is contained in:
Joonas Rikkonen
2019-03-18 22:59:45 +02:00
parent 23687fbf2f
commit 63eb4d64e5
103 changed files with 1378 additions and 4692 deletions
@@ -0,0 +1,57 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin blurshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:blurshader.fx
#begin damageshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:damageshader.fx
#begin deformshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:deformshader.fx
#begin losshader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:losshader.fx
#begin postprocess.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:postprocess.fx
#begin watershader.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:watershader.fx
#begin solidcolor.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:solidcolor.fx
@@ -0,0 +1,62 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin blurshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:blurshader_opengl.fx
#begin Content_opengl.mgcb
/importer:
/processor:
/build:Content_opengl.mgcb
#begin damageshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:damageshader_opengl.fx
#begin deformshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:deformshader_opengl.fx
#begin losshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:losshader_opengl.fx
#begin postprocess_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:postprocess_opengl.fx
#begin solidcolor_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:solidcolor_opengl.fx
#begin watershader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:watershader_opengl.fx
@@ -0,0 +1,38 @@
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float blurDistance;
float4 color;
float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float a = tex2D(TextureSampler, texCoord).a;
return color * a;
}
float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float sample;
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a;
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance)).a;
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance)).a;
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance)).a;
sample = sample * 0.25f;
return color * sample;
}
technique SolidColor
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 solidColor();
}
}
technique SolidColorBlur
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 solidColorBlur();
}
}
@@ -0,0 +1,38 @@
Texture xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float blurDistance;
float4 color;
float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float a = tex2D(TextureSampler, texCoord).a;
return color * a;
}
float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float sample;
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a;
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance)).a;
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance)).a;
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance)).a;
sample = sample * 0.25f;
return color * sample;
}
technique SolidColor
{
pass Pass1
{
PixelShader = compile ps_3_0 solidColor();
}
}
technique SolidColorBlur
{
pass Pass1
{
PixelShader = compile ps_3_0 solidColorBlur();
}
}