anx.framework/shader/XNA/AlphaTestEffect.fx

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//-----------------------------------------------------------------------------
// AlphaTestEffect.fx
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "Macros.fxh"
DECLARE_TEXTURE(Texture, 0);
BEGIN_CONSTANTS
float4 DiffuseColor _vs(c0) _cb(c0);
float4 AlphaTest _ps(c0) _cb(c1);
float3 FogColor _ps(c1) _cb(c2);
float4 FogVector _vs(c5) _cb(c3);
MATRIX_CONSTANTS
float4x4 WorldViewProj _vs(c1) _cb(c0);
END_CONSTANTS
#include "Structures.fxh"
#include "Common.fxh"
// Vertex shader: basic.
VSOutputTx VSAlphaTest(VSInputTx vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: no fog.
VSOutputTxNoFog VSAlphaTestNoFog(VSInputTx vin)
{
VSOutputTxNoFog vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParamsNoFog;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: vertex color.
VSOutputTx VSAlphaTestVc(VSInputTxVc vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: vertex color, no fog.
VSOutputTxNoFog VSAlphaTestVcNoFog(VSInputTxVc vin)
{
VSOutputTxNoFog vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParamsNoFog;
vout.TexCoord = vin.TexCoord;
vout.Diffuse *= vin.Color;
return vout;
}
// Pixel shader: less/greater compare function.
float4 PSAlphaTestLtGt(PSInputTx pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: less/greater compare function, no fog.
float4 PSAlphaTestLtGtNoFog(PSInputTxNoFog pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
return color;
}
// Pixel shader: equal/notequal compare function.
float4 PSAlphaTestEqNe(PSInputTx pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: equal/notequal compare function, no fog.
float4 PSAlphaTestEqNeNoFog(PSInputTxNoFog pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
return color;
}
VertexShader VSArray[4] =
{
compile vs_2_0 VSAlphaTest(),
compile vs_2_0 VSAlphaTestNoFog(),
compile vs_2_0 VSAlphaTestVc(),
compile vs_2_0 VSAlphaTestVcNoFog(),
};
int VSIndices[8] =
{
0, // lt/gt
1, // lt/gt, no fog
2, // lt/gt, vertex color
3, // lt/gt, vertex color, no fog
0, // eq/ne
1, // eq/ne, no fog
2, // eq/ne, vertex color
3, // eq/ne, vertex color, no fog
};
PixelShader PSArray[4] =
{
compile ps_2_0 PSAlphaTestLtGt(),
compile ps_2_0 PSAlphaTestLtGtNoFog(),
compile ps_2_0 PSAlphaTestEqNe(),
compile ps_2_0 PSAlphaTestEqNeNoFog(),
};
int PSIndices[8] =
{
0, // lt/gt
1, // lt/gt, no fog
0, // lt/gt, vertex color
1, // lt/gt, vertex color, no fog
2, // eq/ne
3, // eq/ne, no fog
2, // eq/ne, vertex color
3, // eq/ne, vertex color, no fog
};
int ShaderIndex = 0;
Technique AlphaTestEffect
{
Pass
{
VertexShader = (VSArray[VSIndices[ShaderIndex]]);
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}