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// The application can changes these parameters at run time.
sampler2D Sampler0 = sampler_state
{
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Clamp;
WrapT = Clamp;
};
sampler2D Sampler1 = sampler_state
{
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Clamp;
WrapT = Clamp;
};
void v_MultipleRenderTarget
(
in float3 modelPosition : POSITION,
in float2 modelTCoord0 : TEXCOORD0,
in float2 modelTCoord1 : TEXCOORD1,
out float4 clipPosition : POSITION,
out float2 vertexTCoord0 : TEXCOORD0,
out float2 vertexTCoord1 : TEXCOORD1,
uniform float4x4 PVWMatrix
)
{
// Transform the position from model space to clip space.
clipPosition = mul(PVWMatrix, float4(modelPosition,1.0f));
// Pass through the texture coordinates.
vertexTCoord0 = modelTCoord0;
vertexTCoord1 = modelTCoord1;
}
void p_MultipleRenderTarget
(
in float2 vertexTCoord0 : TEXCOORD0,
in float2 vertexTCoord1 : TEXCOORD1,
out float4 pixelColor0 : COLOR0,
out float4 pixelColor1 : COLOR1
)
{
// Sample the texture images and add the results.
float4 color0 = tex2D(Sampler0, vertexTCoord0);
float4 color1 = tex2D(Sampler1, vertexTCoord1);
// Render target 0 gets the additive color.
pixelColor0 = saturate(color0 + color1);
// Render target 1 gets the green channel of the additive color.
pixelColor1.g = pixelColor0.g;
pixelColor1.rb = 0.0f;
pixelColor1.a = 1.0f;
}
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