// Based rendermix wipe shader // https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Wipe/Wipe.frag uniform float4x4 ViewProj; uniform texture2d a_tex; uniform texture2d b_tex; uniform texture2d l_tex; uniform float progress; uniform bool invert; uniform float softness; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 PSLumaWipe(VertData v_in) : TARGET { float2 uv = v_in.uv; float4 a_color = a_tex.Sample(textureSampler, uv); float4 b_color = b_tex.Sample(textureSampler, uv); float luma = l_tex.Sample(textureSampler, uv).x; if (invert) luma = 1.0f - luma; float time = lerp(0.0f, 1.0f + softness, progress); float4 rgba; if (luma <= time - softness) { rgba = b_color; } else if (luma >= time) { rgba = a_color; } else { float alpha = (time - luma) / softness; rgba = lerp(a_color, b_color, alpha); } return rgba; } technique LumaWipe { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSLumaWipe(v_in); } }