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[3255] | 1 | texture atlas;
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| 2 | sampler atlasSampler = sampler_state
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| 3 | {
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| 4 | Texture = <atlas>;
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| 5 | MinFilter = Point;
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| 6 | MagFilter = Point;
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| 7 | MipFilter = None;
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| 8 | AddressU = Wrap;
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| 9 | AddressV = Wrap;
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| 10 | };
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| 11 |
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| 12 | struct vsInputNormalizePRM
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| 13 | {
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| 14 | float4 pos : POSITION;
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| 15 | float2 tex : TEXCOORD0;
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| 16 | };
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| 17 |
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| 18 | struct vsOutputNormalizePRM
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| 19 | {
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| 20 | float4 pos : POSITION;
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| 21 | float2 tex : TEXCOORD0;
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| 22 | };
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| 23 |
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| 24 | vsOutputNormalizePRM
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| 25 | vsNormalizePRM(vsInputNormalizePRM input)
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| 26 | {
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| 27 | vsOutputNormalizePRM output = (vsOutputNormalizePRM)0;
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| 28 | output.pos = input.pos;
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| 29 | output.tex = input.tex;
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| 30 | return output;
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| 31 | }
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| 32 |
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| 33 | float4
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| 34 | psNormalizePRM(vsOutputNormalizePRM input) : COLOR0
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| 35 | {
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| 36 | // float4 unn = tex2D(atlasSampler, input.tex + float2(0.5 / 4096.0, 0.5 / 128.0));
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| 37 | float4 unn = tex2D(atlasSampler, input.tex);
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| 38 | // if(unn.a < 1.0 / 4096.0)
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| 39 | // unn = float4(0, 0, 0, 1);
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| 40 | // return unn;
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| 41 | return float4(unn.rgb * (4096.0 / unn.a), 1);
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| 42 | }
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| 43 |
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| 44 |
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| 45 | technique NormalizePRM{
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| 46 | pass P0
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| 47 | {
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| 48 | VertexShader = compile vs_3_0 vsNormalizePRM();
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| 49 | PixelShader = compile ps_3_0 psNormalizePRM();
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| 50 | }
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| 51 | }
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| 52 |
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