anx.framework/shader/GL3/DualTexture.fx
SND\AstrorEnales_cp 734679616b - Added ILRepack
- Refactored the AddIn-System to allow merged assemblies (for metro, android, etc. later on)
- Added empty PsVita Sound and Media System modules
- Fixed 2 small missing excludes in the build script
- Cleaned the License headers in the shader files
- Some other refactorings
2012-08-25 17:27:45 +00:00

60 lines
1.2 KiB
HLSL

// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
//TODO: dummy implementation / placeholder
vertexshaders
{
shader "VSDualTexture"
{
uniform mat4 WorldViewProj;
attribute vec4 pos;
attribute vec2 tex;
attribute vec2 tex2;
varying vec2 diffuseTexCoord;
varying vec2 diffuseTexCoord2;
void main( )
{
gl_Position = WorldViewProj * pos;
diffuseTexCoord = tex;
diffuseTexCoord2 = tex2;
}
}
}
fragmentshaders
{
shader "PSDualTexture"
{
uniform sampler2D Texture;
uniform sampler2D Texture2;
varying vec2 diffuseTexCoord;
varying vec2 diffuseTexCoord2;
void main( )
{
vec4 color = texture2D(Texture, diffuseTexCoord);
vec4 overlay = texture2D(Texture2, diffuseTexCoord2);
color.rgb *= 2;
// TODO
//color *= overlay * pin.Diffuse;
//ApplyFog(color, pin.Specular.w);
gl_FragColor = color;
}
}
}
techniques
{
technique "DualTextureEffect"
{
vertex "SpriteVertexShader"
fragment "SpriteFragmentShader"
}
}