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stinger_transition.effect
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uniform float4x4 ViewProj;
uniform texture2d a_tex;
uniform texture2d b_tex;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
//Overlay "Top" on "Base"
float4 Overlay(float4 Base, float4 Top)
{
float4 Res;
half3 BaseVisible = Base.rgb * (1 - Top.a);
half3 TopVisible = Top.rgb * (Top.a);
float3 finalColor = (BaseVisible + TopVisible);
Res.rgb = finalColor;
Res.a = 1.0f;
return Res;
}
float4 PSStinger(VertData v_in) : TARGET
{
float2 uv = v_in.uv;
float4 a_color = a_tex.Sample(textureSampler, uv);
float4 b_color = b_tex.Sample(textureSampler, uv);
return Overlay(a_color, b_color);
}
technique Stinger
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSStinger(v_in);
}
}