uniform float4x4 ViewProj; uniform texture2d tex_a; uniform texture2d tex_b; uniform float fade_val; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float2 uv : TEXCOORD0; float4 pos : POSITION; }; struct FragData { float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.uv = v_in.uv; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); return vert_out; } float srgb_nonlinear_to_linear_channel(float u) { return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4); } float3 srgb_nonlinear_to_linear(float3 v) { return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b)); } float4 Fade(FragData f_in) { float4 a_val = tex_a.Sample(textureSampler, f_in.uv); float4 b_val = tex_b.Sample(textureSampler, f_in.uv); float4 rgba = lerp(a_val, b_val, fade_val); return rgba; } float4 PSFade(FragData f_in) : TARGET { float4 rgba = Fade(f_in); rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); return rgba; } float4 PSFadeLinear(FragData f_in) : TARGET { float4 rgba = Fade(f_in); return rgba; } float4 FadeSingle(FragData f_in) { float4 a_val = tex_a.Sample(textureSampler, f_in.uv); float4 rgba = a_val * fade_val; return rgba; } float4 PSFadeSingle(FragData f_in) : TARGET { float4 rgba = FadeSingle(f_in); return rgba; } technique Fade { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSFade(f_in); } } technique FadeLinear { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSFadeLinear(f_in); } } technique FadeSingle { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSFadeSingle(f_in); } }