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struct VSInput
{
float4 position : POSITION;
float2 coord : TEXCOORD0;
};
cbuffer ConstantBuffer : register(b0)
{
float4x4 mvp;
float4 animPos;
float3 animData;
float opacity;
};
struct PSInput
{
float4 position : SV_POSITION;
float4 fTexS : TEXCOORD0;
float progress : TEXCOORD1;
};
Texture2D tex : register(t0);
SamplerState samp : register(s0);
PSInput VS_Sprite(VSInput input)
{
PSInput result;
result.position = mul(mvp, input.position);
result.progress = animData.z;
// Calculate frame location in texture
result.fTexS.xy = animPos.xy + input.coord.xy * animData.xy;
// Next frame is also passed, for interpolation
result.fTexS.zw = animPos.zw + input.coord.xy * animData.xy;
return result;
}
float4 PS_Sprite(PSInput input) : SV_TARGET
{
return lerp(tex.Sample(samp, input.fTexS.xy), tex.Sample(samp, input.fTexS.zw), input.progress) * opacity;
}
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