// This file is used to test features. uniform float4x4 ViewProj< bool automatic = true; >; uniform float4 Time< bool automatic = true; >; struct VertexData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertexData VSDefault(VertexData vtx) { vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj); return vtx; } float4 PSSolid(VertexData vtx) : TARGET { return float4(cos(Time.y * 3.141 * 2.) * .5 + .5, cos(sin(Time.y * 3.141 * 2.) * 3.141), sin(Time.y * 3.141 * 2.) * .5 + .5, 1.); } technique Solid { pass { vertex_shader = VSDefault(vtx); pixel_shader = PSSolid(vtx); } } float4 PSTranslucent(VertexData vtx) : TARGET { return float4(1., 1., 1., sin(Time.y * 3.141 * 2.) * .5 + .5); } technique Translucent { pass { vertex_shader = VSDefault(vtx); pixel_shader = PSTranslucent(vtx); } }