// AUTOGENERATED COPYRIGHT HEADER START // Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks // AUTOGENERATED COPYRIGHT HEADER END // // 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); } }