(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -75,6 +75,11 @@ float4 mainPS(VertexShaderOutput input) : COLOR
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
}
float4 solidVertexColorPS(VertexShaderOutput input) : COLOR
{
return input.Color * xTexture.Sample(TextureSampler, input.TexCoords).a;
}
float4 solidColorPS(VertexShaderOutput input) : COLOR
{
return solidColor * xTexture.Sample(TextureSampler, input.TexCoords).a;
@@ -96,4 +101,13 @@ technique DeformShaderSolidColor
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 solidColorPS();
}
}
technique DeformShaderSolidVertexColor
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 solidVertexColorPS();
}
}
@@ -75,6 +75,11 @@ float4 mainPS(VertexShaderOutput input) : COLOR
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
}
float4 solidVertexColorPS(VertexShaderOutput input) : COLOR
{
return input.Color * xTexture.Sample(TextureSampler, input.TexCoords).a;
}
float4 solidColorPS(VertexShaderOutput input) : COLOR
{
return solidColor * xTexture.Sample(TextureSampler, input.TexCoords).a;
@@ -96,4 +101,13 @@ technique DeformShaderSolidColor
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 solidColorPS();
}
}
technique DeformShaderSolidVertexColor
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 solidVertexColorPS();
}
}
@@ -10,6 +10,12 @@ float4 solidColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCo
return color * a;
}
float4 solidVertexColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float a = tex2D(TextureSampler, texCoord).a;
return clr * a;
}
float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float sample;
@@ -22,13 +28,20 @@ float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 t
return color * sample;
}
technique SolidColor
technique SolidColor
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 solidColor();
}
}
technique SolidVertexColor
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 solidVertexColor();
}
}
technique SolidColorBlur
{
pass Pass1
@@ -1,4 +1,4 @@
Texture xTexture;
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float blurDistance;
@@ -10,6 +10,12 @@ float4 solidColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCo
return color * a;
}
float4 solidVertexColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float a = tex2D(TextureSampler, texCoord).a;
return clr * a;
}
float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float sample;
@@ -22,13 +28,20 @@ float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 t
return color * sample;
}
technique SolidColor
technique SolidColor
{
pass Pass1
{
PixelShader = compile ps_3_0 solidColor();
}
}
technique SolidVertexColor
{
pass Pass1
{
PixelShader = compile ps_3_0 solidVertexColor();
}
}
technique SolidColorBlur
{
pass Pass1