examples: Add 'Repeat' Filter Shader

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Michael Fabian 'Xaymar' Dirks 2021-06-09 09:58:34 +02:00
parent 9f2035cb20
commit e0f896c02a

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