47 lines
1014 B
HLSL
Executable File
47 lines
1014 B
HLSL
Executable File
#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_0_level_9_1
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#endif
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matrix WorldViewProjection;
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sampler s0 : register (s0);
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float Time;
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float2 textureSize;
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Texture2D NoiseTexture;
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sampler2D NoiseSampler = sampler_state
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{
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Texture = <NoiseTexture>;
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};
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float4 MainPS(float2 coords: TEXCOORD0) : COLOR0
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{
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float2 up_limit = float2(0.0, 0.0) + float2(Time, Time);
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float2 down_limit = textureSize - float2(Time, Time);
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float4 output_col;
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if (coords.x < up_limit.x || coords.y < up_limit.y) {
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output_col = float4(0.0, 0.0, 0.0, 0.0);
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return output_col;
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}
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if (coords.x > down_limit.x || coords.y > down_limit.y) {
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output_col = float4(0.0, 0.0, 0.0, 0.0);
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return output_col;
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}
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return tex2D(s0, coords);
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}
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technique BasicColorDrawing
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{
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pass P0
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{
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PixelShader = compile PS_SHADERMODEL MainPS();
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}
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}; |