diff --git a/data/examples/shaders/filter/repeat.effect b/data/examples/shaders/filter/repeat.effect new file mode 100644 index 00000000..48f51062 --- /dev/null +++ b/data/examples/shaders/filter/repeat.effect @@ -0,0 +1,86 @@ +// Copyright 2021 Michael Fabian Dirks +// +// 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); + } +}