// 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. #include "../base.effect" //----------------------------------------------------------------------------- // Uniforms //----------------------------------------------------------------------------- uniform texture2d TextureA< string field_type = "input"; >; uniform texture2d TextureB< string field_type = "input"; >; //----------------------------------------------------------------------------- // Technique: Flip //----------------------------------------------------------------------------- uniform float FlipRate< string name = "Flip Rate"; string field_type = "slider"; string suffix = " Hz"; float minimum = 0.01; float maximum = 100.0; float step = 0.01; float scale = 1.00; > = 10.0; float4 PSWave(VertexInformation vtx) : TARGET { float flip_frequency = 1.f / FlipRate; if (fmod(Time.x, flip_frequency) < (flip_frequency / 2.f)) { return TextureA.Sample(LinearClampSampler, vtx.texcoord0.xy); } else { return TextureB.Sample(LinearClampSampler, vtx.texcoord0.xy); } } technique Flip { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = PSWave(vtx); } }