Created
October 5, 2018 20:26
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Tile Shader for Rashtal
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sampler TextureSampler : register(s0); | |
float2 ViewportSize; | |
float2 TextureSize; | |
float4x4 ScrollMatrix; | |
Texture2D GrassTile; | |
Texture2D DirtTile; | |
Texture2D VulcanicTile; | |
SamplerState GrassSampler | |
{ | |
Texture = ( GrassTile ); | |
MagFilter = POINT; | |
MinFilter = POINT; | |
Mipfilter = POINT; | |
AddressU = WRAP; | |
AddressV = WRAP; | |
}; | |
SamplerState DirtSampler | |
{ | |
Texture = ( DirtTile ); | |
MagFilter = POINT; | |
MinFilter = POINT; | |
Mipfilter = POINT; | |
AddressU = WRAP; | |
AddressV = WRAP; | |
}; | |
SamplerState VulcanicSampler | |
{ | |
Texture = ( VulcanicTile ); | |
MagFilter = POINT; | |
MinFilter = POINT; | |
Mipfilter = POINT; | |
AddressU = WRAP; | |
AddressV = WRAP; | |
}; | |
struct VertexToPixel { | |
float4 Position : SV_Position0; | |
float4 TexCoord : TEXCOORD0; | |
float4 MaskCoord : TEXCOORD1; | |
float4 Color : COLOR0; | |
}; | |
VertexToPixel SpriteVertexShader(float4 color : COLOR0, float4 texCoord : TEXCOORD0, float4 position : POSITION0) { | |
VertexToPixel Output = (VertexToPixel)0; | |
Output.MaskCoord = texCoord; | |
texCoord = position; | |
texCoord.xy /= TextureSize; | |
position = mul(position, ScrollMatrix); | |
// Half pixel offset for correct texel centering. - This is solved by DX10 and half pixel offset would actually mess it up | |
position.xy -= 0.5; | |
// Viewport adjustment. | |
position.xy /= ViewportSize; | |
position.xy *= float2(2, -2); | |
position.xy -= float2(1, -1); | |
//pass position and color to PS | |
Output.Color = color; | |
Output.Position = position; | |
Output.TexCoord = texCoord; | |
return Output; | |
} | |
float4 SpritePixelShader(VertexToPixel PSIn): COLOR0 { | |
int index = int(PSIn.Color.x * 3); | |
float4 mask = tex2D(TextureSampler, PSIn.MaskCoord.xy); | |
float4 diffuse; | |
if (index == 0) { | |
diffuse = tex2D(VulcanicSampler, PSIn.TexCoord.xy); | |
} else if (index == 1) { | |
diffuse = tex2D(DirtSampler, PSIn.TexCoord.xy); | |
} else { | |
diffuse = tex2D(GrassSampler, PSIn.TexCoord.xy); | |
} | |
return diffuse * float4(mask.r, mask.r, mask.r, mask.r); | |
} | |
technique SpriteBatch { | |
pass { | |
VertexShader = compile vs_2_0 SpriteVertexShader(); | |
PixelShader = compile ps_2_0 SpritePixelShader(); | |
} | |
} |
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