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@@ -9,7 +9,6 @@ cbuffer PixelBuffer
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float4 pixelColor;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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@@ -25,23 +24,19 @@ struct PixelInputType
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float4 FontPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 color;
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// Sample the texture pixel at this location.
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color = shaderTexture.Sample(SampleType, input.tex);
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// If the color is black on the texture then treat this pixel as transparent.
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if(color.r == 0.0f)
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if (color.r == 0.0f && color.g == 0.0f && color.b == 0.0f)
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{
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color.a = 0.0f;
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}
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// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
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else
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{
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color.a = 1.0f;
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color = color * pixelColor;
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return color;
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}
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// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
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color = color * pixelColor;
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return color;
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}
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}
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@@ -8,7 +8,6 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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@@ -24,14 +23,12 @@ struct PixelInputType
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType FontVertexShader(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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@@ -40,9 +37,9 @@ PixelInputType FontVertexShader(VertexInputType input)
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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return output;
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}
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}
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