Ab-Integro / gfx /FX /text.shader
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## Includes
Includes = {
}
## Samplers
PixelShader =
{
Samplers =
{
SimpleTexture =
{
AddressV = "Wrap"
MagFilter = "Linear"
AddressU = "Wrap"
Index = 0
MipFilter = "Linear"
MinFilter = "Point"
}
}
}
## Vertex Structs
VertexStruct VS_INPUT
{
float4 vPosition : POSITION;
float2 vTexCoord : TEXCOORD0;
float4 vFillColor : PDX_COLOR;
float4 vBorderColor : TEXCOORD1;
};
VertexStruct VS_OUTPUT
{
float4 vPosition : PDX_POSITION;
float2 vTexCoord : TEXCOORD0;
float4 vFillColor : PDX_COLOR;
float4 vBorderColor : TEXCOORD1;
};
VertexStruct VS_FLAG_INPUT
{
float4 vPosition : POSITION;
float2 vTexCoord : TEXCOORD0;
float4 vFillColor : PDX_COLOR;
float4 vBorderColor : TEXCOORD1;
float2 vTexCoordFlag : TEXCOORD2;
};
VertexStruct VS_FLAG_OUTPUT
{
float4 vPosition : PDX_POSITION;
float2 vTexCoord : TEXCOORD0;
float4 vFillColor : PDX_COLOR;
float4 vBorderColor : TEXCOORD1;
float2 vTexCoordFlag : TEXCOORD2;
};
## Constant Buffers
ConstantBuffer( 0, 0 )
{
float4x4 Matrix;// : register( c0 );
float4 ModColor;
}
ConstantBuffer( 1, 16 )
{
float4 CustomColor0;
float4 CustomColor1;
float4 CustomColor2;
float4 CustomColor3;
float FieldCutoff;
}
## Shared Code
## Vertex Shaders
VertexShader =
{
MainCode VertexShaderText3D
[[
VS_OUTPUT main(const VS_INPUT v )
{
VS_OUTPUT Out;
Out.vPosition = mul( Matrix, v.vPosition );
Out.vTexCoord = v.vTexCoord;
Out.vFillColor = v.vFillColor * ModColor;
Out.vBorderColor = float4( ( v.vBorderColor * ModColor ).rgb, v.vBorderColor.a );
return Out;
}
]]
MainCode VertexShaderText
[[
VS_OUTPUT main(const VS_INPUT v )
{
VS_OUTPUT Out;
Out.vPosition = mul( Matrix, v.vPosition );
Out.vTexCoord = v.vTexCoord;
Out.vFillColor = v.vFillColor * ModColor;
Out.vBorderColor = float4( ( v.vBorderColor * ModColor ).rgb, v.vBorderColor.a );
return Out;
}
]]
MainCode VertexShaderFlagText
[[
VS_FLAG_OUTPUT main(const VS_FLAG_INPUT v )
{
VS_FLAG_OUTPUT Out;
Out.vPosition = mul( Matrix, v.vPosition );
Out.vTexCoord = v.vTexCoord;
Out.vTexCoordFlag = v.vTexCoordFlag;
Out.vFillColor = v.vFillColor * ModColor;
Out.vBorderColor = float4( ( v.vBorderColor * ModColor ).rgb, v.vBorderColor.a );
return Out;
}
]]
}
## Pixel Shaders
PixelShader =
{
MainCode PixelShaderText
[[
float4 main( VS_OUTPUT v ) : PDX_COLOR
{
float4 TexColor = tex2D( SimpleTexture, v.vTexCoord );
float4 OutColor = TexColor * v.vFillColor;
//TODO: Replace branching if performance is low or if just have time over.
if( TexColor.a < v.vBorderColor.a * 0.75 )
{
OutColor = float4( v.vBorderColor.rgb, v.vFillColor.a ) * TexColor;
}
else if( TexColor.a < v.vBorderColor.a )
{
float3 MixColor = lerp( v.vBorderColor.rgb, v.vFillColor.rgb, TexColor.a );
OutColor = float4( MixColor, v.vFillColor.a ) * TexColor;
}
return OutColor;
}
]]
MainCode PixelShaderFlagText
[[
float4 main( VS_FLAG_OUTPUT v ) : PDX_COLOR
{
//return float4(1,1,1,1);
float4 TexColor = tex2D( SimpleTexture, v.vTexCoord);
// Cantons for Colonial Flags Mod
if( FieldCutoff == 0.5 ) { // aka if flag is colonial
float zoomFactor = 1.0 / 9;
float cantonCoordX = v.vTexCoord.x + v.vTexCoordFlag.x * zoomFactor;
float cantonCoordY = v.vTexCoord.y + v.vTexCoordFlag.y * zoomFactor;
float2 cantonTexCoord = float2( cantonCoordX, cantonCoordY );
TexColor = tex2D( SimpleTexture, cantonTexCoord);
if( v.vTexCoordFlag.x >= 0.6 || v.vTexCoordFlag.y >= 0.6 )
TexColor = CustomColor3;
}
float4 OutColor = TexColor * v.vFillColor;
//TODO: Replace branching if performance is low or if just have time over.
if( TexColor.a < v.vBorderColor.a * 0.75 )
{
OutColor = float4( v.vBorderColor.rgb, v.vFillColor.a ) * TexColor;
}
else if( TexColor.a < v.vBorderColor.a )
{
float3 MixColor = lerp( v.vBorderColor.rgb, v.vFillColor.rgb, TexColor.a );
OutColor = float4( MixColor, v.vFillColor.a ) * TexColor;
}
return OutColor;
}
]]
MainCode PixelShaderFlagTextColor
[[
float4 main( VS_FLAG_OUTPUT v ) : PDX_COLOR
{
float4 OutColor = tex2D( SimpleTexture, v.vTexCoord );
OutColor = OutColor.r * CustomColor0 + OutColor.g * CustomColor1 + OutColor.b * CustomColor2;
return OutColor;
}
]]
MainCode PixelShaderFlagTextColorColony
[[
float4 main( VS_FLAG_OUTPUT v ) : PDX_COLOR
{
// Cantons for Colonial Flags Mod
if( v.vTexCoordFlag.x >= 0.6 || v.vTexCoordFlag.y >= 0.6 )
return CustomColor3 * v.vFillColor;
float zoomFactor = 1.0 / 6;
float cantonCoordX = v.vTexCoord.x + v.vTexCoordFlag.x * zoomFactor;
float cantonCoordY = v.vTexCoord.y + v.vTexCoordFlag.y * zoomFactor;
float2 cantonTexCoord = float2( cantonCoordX, cantonCoordY );
float4 OutColor = tex2D( SimpleTexture, cantonTexCoord );
OutColor = OutColor.r * CustomColor0 + OutColor.g * CustomColor1 + OutColor.b * CustomColor2;
return OutColor;
}
]]
}
## Blend States
BlendState BlendState
{
SourceBlend = "SRC_ALPHA"
AlphaTest = no
BlendEnable = yes
DestBlend = "INV_SRC_ALPHA"
}
## Rasterizer States
## Depth Stencil States
## Effects
Effect Text3D
{
VertexShader = "VertexShaderText3D"
PixelShader = "PixelShaderText"
}
Effect Text
{
VertexShader = "VertexShaderText"
PixelShader = "PixelShaderText"
}
Effect FlagTextColor
{
VertexShader = "VertexShaderFlagText"
PixelShader = "PixelShaderFlagTextColor"
}
Effect FlagText
{
VertexShader = "VertexShaderFlagText"
PixelShader = "PixelShaderFlagText"
}
Effect FlagTextColorColony
{
VertexShader = "VertexShaderFlagText"
PixelShader = "PixelShaderFlagTextColorColony"
}