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uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d prior_frame;
uniform float2 uv_size;
uniform float frame;
uniform float thickness;
uniform float4 brightness_reduction;
sampler_state textureSampler{
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
struct VertData
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData mainTransform(VertData v_in)
{
v_in.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return v_in;
}
float4 mainImage(VertData v_in) : TARGET
{
float2 coord = v_in.uv * uv_size;
float cur_row = fmod(floor(coord.y/thickness) + frame, 2.0);
float4 color = cur_row > 0.5f ? image.Sample(textureSampler, v_in.uv) : (prior_frame.Sample(textureSampler, v_in.uv) * brightness_reduction);
return color;
}
technique Draw
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImage(v_in);
}
}
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