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📄 d3dclearbuffer.fx

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/*----------------------------------------------------------------------------*\
|
|  Module Details:
|
|  Name:    D3DFixedFuncShaders.fx
|
|  Purpose: Effect file containing all techniques to do window background
|           clear
|
|  History:
|
|  Date      Release Name  Ver.  Comments
|  --------- ------- ----- ----- --------------------------------------------
|  13-Feb-09 L-03-27 rds   $$1   Created
|
\*----------------------------------------------------------------------------*/



Texture2D TxBackground;    /* Background texture image */

float BGAlpha = 1.0f;   /* alpha used for blended background clear */

/* Projection matrix */
matrix BGMatrixWorldViewProj;


struct VS_OUTPUT_COLOR
{
  float4 cPosition : SV_POSITION;   // vertex position in clip space
  float4 color     : COLOR0; // vertex color
  // (note that COLOR0 is clamped from 0..1)
};

struct VS_OUTPUT_TEXTURE
{
  float4 cPosition : SV_POSITION;   // vertex position in clip spacea
  float2 Tex       : TEXCOORD0;   // vertex UV values
};


SamplerState SamplerTransparent
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = BORDER;
    AddressV = BORDER;
    // default border color is 0,0,0,0 - hence transparent
};


/* ******************************************************************* */

VS_OUTPUT_COLOR BGClear_Gradient_VS( float4 vPos : POSITION, float4 color : COLOR )
{
   VS_OUTPUT_COLOR Output;

   Output.cPosition = mul (vPos, BGMatrixWorldViewProj);
   Output.cPosition.w = 1.0;
   
   Output.color = color;
   Output.color.a = BGAlpha;

   return( Output );
}


float4 BGClear_Gradient_PS( VS_OUTPUT_COLOR In ) : SV_TARGET
{ 
    return (In.color);
}


/* ******************************************************************* */


VS_OUTPUT_TEXTURE BGClear_Texture_VS (float4 vPos : POSITION, float2 Tex : TEXCOORD)
{
  VS_OUTPUT_TEXTURE Output;

  // Transform the position from object space to clip space
  Output.cPosition = mul (vPos, BGMatrixWorldViewProj);
  Output.cPosition.w = 1.0;

  Output.Tex = Tex;

  return Output;
}


float4 BGClear_Texture_PS( VS_OUTPUT_TEXTURE In ) : SV_TARGET
{ 
  float4 Output;

 
  Output.rgb = 0;
  Output.a = 1.0;
  
  Output = TxBackground.Sample( SamplerTransparent, In.Tex );

  if(Output.a != 0.0)
     Output.a = BGAlpha;


  return (Output);
}



/* Simple color gradient background clear */
technique10 BGClear_Gradient
{
  pass P0
  {
      SetVertexShader( CompileShader( vs_4_0, BGClear_Gradient_VS() ) );
      SetGeometryShader( NULL );
      SetPixelShader( CompileShader( ps_4_0, BGClear_Gradient_PS() ) );
  }
}

/* Technique to clear background using a texture. */
technique10 BGClear_Texture
{
  pass P0
  {
      SetVertexShader( CompileShader( vs_4_0, BGClear_Texture_VS() ) );
      SetGeometryShader( NULL );
      SetPixelShader( CompileShader( ps_4_0, BGClear_Texture_PS() ) );
  }
}

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