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uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d background;
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
{
float4 img_col = image.Sample(textureSampler, v_in.uv);
float4 background_col = background.Sample(textureSampler, v_in.uv);
float3 color = img_col.rgb * img_col.a + background_col.rgb * (1.0-img_col.a);
return float4(color.r, color.g, color.b, img_col.a);
}
technique Draw
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImage(v_in);
}
}
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