📄 ps_result.fx
字号:
float4 PS_ResultGene(float2 pos: TEXCOORD0) : COLOR
{
float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
float4 varible = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerBestGene,Tex) * 0.0000596046483281045;
return varible;
}
technique TShader_ResultGene
{
pass P0
{
Sampler[0] = (ColorMapSamplerBestGene);
PixelShader = compile ps_2_0 PS_ResultGene();
}
}
float4 PS_ResultFit(float2 pos: TEXCOORD0) : COLOR
{
float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
float4 varible14 = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerGene1,Tex) * 0.0000596046483281045;
float4 varible58 = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerGene2,Tex) * 0.0000596046483281045;
float4 tempFit4 = pow(varible14 , 2) + pow(varible58 , 2);
float Fit = mul(tempFit4,mat);
return float4(Fit , 0 , 0 , 0);
}
technique TShader_ResultFit
{
pass P0
{
Sampler[0] = (ColorMapSamplerGene1);
Sampler[1] = (ColorMapSamplerGene2);
PixelShader = compile ps_2_0 PS_ResultFit();
}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -