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filter-custom-shader: Add example shader
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73
data/shaders/filter/example.effect
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73
data/shaders/filter/example.effect
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// Input Parameters (Auto)
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uniform float4x4 ViewProj;
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uniform float2 ViewSize;
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//uniform int2 ViewSizeI;
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uniform float Time;
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uniform float TimeActive;
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// Default Texture Parameter
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uniform texture2d image;
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uniform float2 image_Size;
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//uniform int2 image_SizeI;
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//uniform float2 image_Texel;
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// Custom Parameters (these show up in the UI)
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uniform float4 colr;
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uniform float waveScale;
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sampler_state textureSampler {
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AddressU = Wrap;
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AddressV = Wrap;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct FragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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FragData VSDefault(VertData v_in) {
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FragData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSDefault(FragData v_in) : TARGET {
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float4 smp = image.Sample(textureSampler, v_in.uv).rgba;
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return lerp(colr, smp, sin(fmod(TimeActive / 3.0, 1.0) * 3.14));
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}
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float4 PSRotate(FragData v_in) : TARGET {
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float angle = TimeActive * 3.141 / 16.0;
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float cp = cos(angle);
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float sp = sin(angle);
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float sn = -sp;
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float2 uv = float2((v_in.uv.x * cp) + (v_in.uv.y * sn), (v_in.uv.x * sp) + (v_in.uv.y * cp));
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return image.Sample(textureSampler, uv);
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}
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float4 PSWave(FragData v_in) : TARGET {
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float2 realPos = v_in.uv * ViewSize;
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float yoff = sin(realPos.x / 36.0 + TimeActive) * ((waveScale / 100.0) * image_Size.y);
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return image.Sample(textureSampler, v_in.uv + float2(0, yoff));
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSWave(v_in);
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}
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}
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