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Diffstat (limited to 'tests/manual/nodetypes/shadow2.hlsl')
-rw-r--r-- | tests/manual/nodetypes/shadow2.hlsl | 22 |
1 files changed, 0 insertions, 22 deletions
diff --git a/tests/manual/nodetypes/shadow2.hlsl b/tests/manual/nodetypes/shadow2.hlsl deleted file mode 100644 index eaa30cd988..0000000000 --- a/tests/manual/nodetypes/shadow2.hlsl +++ /dev/null @@ -1,22 +0,0 @@ -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; -} |