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-rw-r--r--tests/manual/nodetypes/shadow2.hlsl22
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;
+}