/************************************************************************** * * Copyright 2010 Luca Barbieri * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ Texture2D tex0; Texture2D tex1; sampler samp0; sampler samp1; struct IA2VS { float4 position : POSITION; float2 texcoord : TEXCOORD; }; struct VS2PS { float4 position : SV_POSITION; float2 texcoord : TEXCOORD; float4 factors : FACTORS; }; VS2PS vs(IA2VS input) { VS2PS result; result.position = input.position; result.texcoord = input.texcoord * 8; result.factors.xy = input.texcoord; result.factors.zw = 1 - input.texcoord; return result; } float4 ps(VS2PS input) : SV_TARGET { float4 a0 = tex0.Sample(samp0, input.texcoord); float4 a1 = tex0.Sample(samp1, input.texcoord); float4 a = a0 * input.factors.z + a1 * input.factors.x; float4 b0 = tex1.Sample(samp0, input.texcoord); float4 b1 = tex1.Sample(samp1, input.texcoord); float4 b = b0 * input.factors.z + b1 * input.factors.x; return a * input.factors.w + b * input.factors.y; }