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examples: Add 'Repeat' Filter Shader
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data/examples/shaders/filter/repeat.effect
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data/examples/shaders/filter/repeat.effect
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// Copyright 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform int2 Repeats<
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string name = "Repeats";
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int2 minimum = {1, 1};
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int2 maximum = {10000, 10000};
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int2 step = {1, 1};
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> = {4, 4};
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//------------------------------------------------------------------------------
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// Structs
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//------------------------------------------------------------------------------
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struct VertFragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//------------------------------------------------------------------------------
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// Samplers
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//------------------------------------------------------------------------------
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sampler_state def_sampler {
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Filter = Point;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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//------------------------------------------------------------------------------
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// Functionality
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//------------------------------------------------------------------------------
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VertFragData VSDefault(VertFragData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vtx.uv *= Repeats.xy;
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return vtx;
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};
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float4 PSDefault(VertFragData vtx) : TARGET {
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return InputA.Sample(def_sampler, vtx.uv);
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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(vtx);
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pixel_shader = PSDefault(vtx);
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}
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}
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