/*********************************************************************NVMH3**** Copyright NVIDIA Corporation 2003 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ******************************************************************************/ texture SceneTarget : RENDERCOLORTARGET < float2 ViewportRatio = {1.0,1.0}; int MIPLEVELS = 1; string format = "A8R8G8B8"; string UIWidget = "None"; >; sampler SceneTarget_Sampler = sampler_state { texture = ; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /////////////////////////////////////////////////////// struct VS_OUTPUT { float4 Position : POSITION; float4 Diffuse : COLOR0; float4 TexCoord0 : TEXCOORD0; }; // Accepts positions in screen space and outputs them VS_OUTPUT VS_Quad(float3 Position : POSITION, float3 TexCoord : TEXCOORD0) { VS_OUTPUT OUT = (VS_OUTPUT)0; OUT.Position = float4(Position, 1); OUT.TexCoord0 = float4(TexCoord, 1); return OUT; } ///////////// float4 PS_Alpha(VS_OUTPUT IN) : COLOR { return(tex2D(SceneTarget_Sampler, float2(IN.TexCoord0.xy)).wwww); } float4 PS_Copy(VS_OUTPUT IN) : COLOR { return(tex2D(SceneTarget_Sampler, float2(IN.TexCoord0.xy))); } /////////////////////////////////////////////////////// // TECHNIQUES ///////////////////////////////////////// /////////////////////////////////////////////////////// technique ShowAlpha { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); PixelShader = compile ps_1_1 PS_Alpha(); ZEnable = false; ZWriteEnable = false; CullMode = None; } } technique SceneCopy { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); PixelShader = compile ps_1_1 PS_Copy(); ZEnable = false; ZWriteEnable = false; CullMode = None; } } ////////////////////////////////////////// eof ///