source: GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/IllumDemo/bin/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_cubemap_point_d3d9_hlsl_ps3x0.s3d_shadercode_run @ 2196

Revision 2196, 915 bytes checked in by szirmay, 17 years ago (diff)
Line 
1
2struct PS_INPUT
3{
4    float2 center: TEXCOORD0;
5    float radius :TEXCOORD1;
6    float4 color :TEXCOORD2;
7    float2 screenPos : VPOS;
8};
9
10
11struct PS_OUTPUT
12{
13    float4  color: COLOR0;
14};
15
16///////////////////////////////////////////////////////////////////////////////
17
18sampler tex0: register(s0);
19
20///////////////////////////////////////////////////////////////////////////////
21// Pixelshader
22// Profile: 3x0
23
24
25
26PS_OUTPUT main(PS_INPUT input)
27{
28
29float2 targetResolution = 128.0;
30
31PS_OUTPUT output;
32
33float2 screen = input.screenPos / targetResolution;
34screen *= float2(2, 2);
35screen -= float2(1, 1);
36screen.y *= -1;
37
38float d = 1.0 - saturate(length(input.center - screen) / input.radius);
39output.color = float4(d, d, d, 0.05);
40//output.color = float4(screen.x, 0, 0, 1);
41return output;
42}
43
44///////////////////////////////////////////////////////////////////////////////
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