// license:BSD-3-Clause // copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- // Vector Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 LineInfo : TEXCOORD1; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 LineInfo : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 LineInfo : TEXCOORD1; // x is the line length, y is unused }; //----------------------------------------------------------------------------- // Vector Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 QuadDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.TexCoord = Input.TexCoord; Output.LineInfo = Input.LineInfo; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Vector Pixel Shader //----------------------------------------------------------------------------- uniform float TimeRatio; // Frame time of the vector (not set) uniform float TimeScale; // How much frame time affects the vector's fade (not set) uniform float LengthRatio; // Size at which fade is maximum uniform float LengthScale; // How much length affects the vector's fade float4 ps_main(PS_INPUT Input) : COLOR { float lineLength = Input.LineInfo.x / max(QuadDims.x, QuadDims.y); // normalize float lineLengthRatio = LengthRatio; float lineLengthScale = LengthScale; float timeModulate = lerp(1.0f, TimeRatio, TimeScale); float lengthModulate = 1.0f - clamp(lineLength / lineLengthRatio, 0.0f, 1.0f); float timeLengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthScale); float4 outColor = float4(timeLengthModulate, timeLengthModulate, timeLengthModulate, 1.0f); outColor *= Input.Color; return outColor; } //----------------------------------------------------------------------------- // Vector Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }