| ## Includes |
|
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| Includes = { |
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| } |
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|
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| ## Samplers |
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| PixelShader = |
| { |
| Samplers = |
| { |
| SimpleTexture = |
| { |
| AddressV = "Wrap" |
| MagFilter = "Linear" |
| AddressU = "Wrap" |
| Index = 0 |
| MipFilter = "Linear" |
| MinFilter = "Point" |
| } |
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| } |
| } |
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|
|
| ## Vertex Structs |
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| VertexStruct VS_INPUT |
| { |
| float4 vPosition : POSITION; |
| float2 vTexCoord : TEXCOORD0; |
| float4 vFillColor : PDX_COLOR; |
| float4 vBorderColor : TEXCOORD1; |
| }; |
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| VertexStruct VS_OUTPUT |
| { |
| float4 vPosition : PDX_POSITION; |
| float2 vTexCoord : TEXCOORD0; |
| float4 vFillColor : PDX_COLOR; |
| float4 vBorderColor : TEXCOORD1; |
| }; |
|
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| VertexStruct VS_FLAG_INPUT |
| { |
| float4 vPosition : POSITION; |
| float2 vTexCoord : TEXCOORD0; |
| float4 vFillColor : PDX_COLOR; |
| float4 vBorderColor : TEXCOORD1; |
| float2 vTexCoordFlag : TEXCOORD2; |
| }; |
|
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|
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| VertexStruct VS_FLAG_OUTPUT |
| { |
| float4 vPosition : PDX_POSITION; |
| float2 vTexCoord : TEXCOORD0; |
| float4 vFillColor : PDX_COLOR; |
| float4 vBorderColor : TEXCOORD1; |
| float2 vTexCoordFlag : TEXCOORD2; |
| }; |
|
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|
|
| ## Constant Buffers |
|
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| ConstantBuffer( 0, 0 ) |
| { |
| float4x4 Matrix;// : register( c0 ); |
| float4 ModColor; |
| } |
|
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| ConstantBuffer( 1, 16 ) |
| { |
| float4 CustomColor0; |
| float4 CustomColor1; |
| float4 CustomColor2; |
| float4 CustomColor3; |
| float FieldCutoff; |
| } |
|
|
| ## Shared Code |
|
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| ## Vertex Shaders |
|
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| 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; |
| } |
| ]] |
|
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| 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 |
|
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| 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; |
| } |
| ]] |
|
|
| } |
|
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|
|
| ## Blend States |
|
|
| BlendState BlendState |
| { |
| SourceBlend = "SRC_ALPHA" |
| AlphaTest = no |
| BlendEnable = yes |
| DestBlend = "INV_SRC_ALPHA" |
| } |
|
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| ## Rasterizer States |
|
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| ## Depth Stencil States |
|
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| ## Effects |
|
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| Effect Text3D |
| { |
| VertexShader = "VertexShaderText3D" |
| PixelShader = "PixelShaderText" |
| } |
|
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| Effect Text |
| { |
| VertexShader = "VertexShaderText" |
| PixelShader = "PixelShaderText" |
| } |
|
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| Effect FlagTextColor |
| { |
| VertexShader = "VertexShaderFlagText" |
| PixelShader = "PixelShaderFlagTextColor" |
| } |
|
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| Effect FlagText |
| { |
| VertexShader = "VertexShaderFlagText" |
| PixelShader = "PixelShaderFlagText" |
| } |
|
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| Effect FlagTextColorColony |
| { |
| VertexShader = "VertexShaderFlagText" |
| PixelShader = "PixelShaderFlagTextColorColony" |
| } |
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