25 lines
502 B
HLSL
25 lines
502 B
HLSL
sampler TextureSampler : register(s0);
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float4 color1;
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float4 color2;
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float midPoint;
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float fadeDist;
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float4 PixelShaderF(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 t = tex2D(TextureSampler, texCoord);
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float a = saturate(((texCoord.y - midPoint) / fadeDist) + 0.5);
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return t * (color1 * a + color2 * (1.0-a));
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}
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technique Gradient
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{
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pass Pass1
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{
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PixelShader = compile ps_4_0_level_9_1 PixelShaderF();
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}
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}
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