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📄 ps_cross.fx

📁 about the basic GA in the VC++ using GPU to
💻 FX
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float4 PS_CrossCtr(float2 pos: TEXCOORD0) : COLOR
{ 
	float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
	
	float2 Rpos = tex2D(ColorMapSamplerRand,Tex + offset1).rg;
	float4 pick = tex2D(ColorMapSamplerRand,Rpos * offset2 + offset1);
	
	if(pick.r <= pCross)
	{
		Rpos = tex2D(ColorMapSamplerRand,Tex + offset1).ba;
		pick.r = tex2D(ColorMapSamplerPos,Rpos * offset2).r;
		
	}
	else
	{
		pick.r = 24;
	}
	if(pick.g <= pCross)
	{
		Rpos = tex2D(ColorMapSamplerRand,Tex + offset1).rg;
		pick.g = tex2D(ColorMapSamplerPos,Rpos + offset2).g;
	}
	else
	{
		pick.g = 24;
	}
	if(pick.b <= pCross)
	{
		Rpos = tex2D(ColorMapSamplerRand,Tex + offset2).rg;
		pick.b = tex2D(ColorMapSamplerPos,Rpos * offset1).b;
	}
	else
	{
		pick.b = 24;
	}
	if(pick.a <= pCross)
	{
		Rpos = tex2D(ColorMapSamplerRand,Tex + offset2).ba;
		pick.a = tex2D(ColorMapSamplerPos,Rpos + offset1).a;
	}
	else
	{
		pick.a = 24;
	}
	return pick;
 
}

technique TShader_CrossCtr
{
    pass P0
    {
		Sampler[0] = (ColorMapSamplerRand);
        Sampler[1] = (ColorMapSamplerPos);	       
        PixelShader  = compile ps_3_0 PS_CrossCtr();        
    }
    
}



float GetGene(float p, float x1, float x2)
{

	float x = 0 ;
	int j = 0 ;	
	float temp;
	
	if(p >= 24.0 && p <= 0)
		return x2;
	else
	{
		for(j = 23 ; j >= p; j--)
		{
			temp =  pow(2 , j);
			if((x1 - temp) >= 0)
			{
				x += temp;
				x1 -= temp;
			}
			if((x2 - temp) >= 0)
			{
				x2 -= temp;
			}
		}
		
		for(j = p ; j >= 0 ; j-- )
		{
			temp =  pow(2 , j);
			if((x2 - temp) >= 0)
			{
				x += temp;
				x2 -= temp;
			}
		}	
		return x;
	}
	
}



float4 PS_Cross(float2 pos: TEXCOORD0) : COLOR
{ 
	float2 Tex = pos + float2(0.0019607843 , 0.0019607843);	
	
	float4 CrossCtr = tex2D(ColorMapSamplerCrossCtr,Tex);
	
	float4 x1 ;
	float4 x2 ;
	float4 Gene;
	
	int i =( h * Tex.y + Tex.x) * w ;	
	if(i % 2 == 0)
	{
		x1 = tex2D(ColorMapSamplerGene,Tex + float2(dw,0));
		x2 = tex2D(ColorMapSamplerGene,Tex);
		
	}
	else
	{
		x1 = tex2D(ColorMapSamplerGene,Tex);
		x2 = tex2D(ColorMapSamplerGene,Tex + float2(-dw,0));		
	}	
	Gene.r = GetGene(CrossCtr.r , x1.r , x2.r);	
	Gene.g = GetGene(CrossCtr.g , x1.g , x2.g);	
	Gene.b = GetGene(CrossCtr.b , x1.b , x2.b);	
	Gene.a = GetGene(CrossCtr.a , x1.a , x2.a);	
	
	return Gene; 

}

technique TShader_Cross
{
    pass P0
    {
		Sampler[0] = (ColorMapSamplerGene);
        Sampler[1] = (ColorMapSamplerCrossCtr);	       
        PixelShader  = compile ps_3_0 PS_Cross();        
    }
    
}

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