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Diffstat (limited to 'tests/manual/nodetypes/shadow2.hlsl')
-rw-r--r-- | tests/manual/nodetypes/shadow2.hlsl | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/tests/manual/nodetypes/shadow2.hlsl b/tests/manual/nodetypes/shadow2.hlsl new file mode 100644 index 0000000000..eaa30cd988 --- /dev/null +++ b/tests/manual/nodetypes/shadow2.hlsl @@ -0,0 +1,22 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 qt_Matrix; + float qt_Opacity; + float2 offset; + float darkness; + float2 delta; +}; + +Texture2D source : register(t0); +Texture2D shadow : register(t1); +SamplerState samp : register(s0); +// Use the same sampler for both textures. In fact the engine will create an extra static sampler +// in any case (to match the number of textures) due to some internals, but that won't hurt, the +// shader works either way. + +float4 PS_Shadow2(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET +{ + float4 fg = source.Sample(samp, coord); + float4 bg = shadow.Sample(samp, coord + delta); + return (fg + float4(0.0, 0.0, 0.0, darkness * bg.a) * (1.0 - fg.a)) * qt_Opacity; +} |