Created
December 3, 2014 21:59
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Shader with implicit truncation of vector type warnings.
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class ComputeColorTextureIndexed : ComputeColor | |
{ | |
stage Texture2DArray TextureArray; // This will be available as 'ComputeColorTextureIndexed.TextureArray' | |
stage Texture2D VisibilityMap; | |
stage uint Ticks; | |
// stream values - available through pipeline stages | |
stage stream float3 Position : POSITION0; | |
stage stream float3 Normal : NORMAL; | |
stage stream float2 TexCoord : TEXCOORD0; | |
stage stream float TexIndex : TEXINDEX; | |
override float4 Compute() | |
{ | |
//return float4(streams.Position.x/16,streams.Position.y/16,streams.Position.z/16,1); | |
uint v = VisibilityMap.Load(int3(streams.Position.xy,0)); | |
// if the tile is not visible and has not been seen then return black | |
if (v == 0) | |
return float4(0, 0, 0, 1); | |
// sample geometry diffuse color | |
float4 diffuseColor = TextureArray.Sample(Texturing.Sampler, float3(streams.TexCoord, streams.TexIndex)); | |
// if the tile is not visible but has been seen then use a darker diffuse shader | |
if (v < Ticks) | |
{ | |
float4 aLighting = float4(0.1, 0.1, 0.1, 1); | |
return diffuseColor * aLighting; | |
} | |
// the tile is visible - return full color | |
return diffuseColor; | |
} | |
}; |
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