Example #1
0
        public void ExecuteRow(
            Vector2 screenUV, Vector2 objUV,
            int cols, float screenUVdx, float objUVdx,
            Color[] backbuffer, int backbufferOffset,
            ref Texture texture, ref ShaderGlobals globals)
        {
            int   texY     = Shaders.SampleTextureY(texture, objUV);
            float darkXfac = -0.5f + globals.CosTime1000 * 0.1f;

            screenUV.x += darkXfac;
            float darkY        = screenUV.y - 0.5f + globals.CosTime600 * 0.1f;
            float darkY2       = darkY * darkY;
            float darkFac      = 1.0f - 4.0f * darkY2;
            uint  ditherOffset = (uint)(backbufferOffset + (int)globals.Time);

            for (int x = 0; x < cols; ++x, screenUV.x += screenUVdx, objUV.x += objUVdx, backbufferOffset++, ++ditherOffset)
            {
                Color result = new Color(0xFF000000);

                float darkX = screenUV.x;
                float dark  = darkFac - 4f * darkX * darkX;
                if (dark > 0.0f)
                {
                    result = Shaders.SampleTextureX(texture, texY, objUV);

                    uint darkI = (uint)(dark * 255.0f);
                    result.Scale(darkI);

                    result = Shaders.Dither(result, ditherOffset);
                }
                backbuffer[backbufferOffset] = result;
            }
        }
Example #2
0
        public void ExecuteRow(
            Vector2 screenUV, Vector2 objUV,
            int cols, float screenUVdx, float objUVdx,
            Color[] backbuffer, int backbufferOffset,
            ref Texture texture, ref ShaderGlobals globals)
        {
            int texY = Shaders.SampleTextureY(texture, objUV);

            for (int x = 0; x < cols; ++x, objUV.x += objUVdx, backbufferOffset++)
            {
                Color result = Shaders.SampleTextureX(texture, texY, objUV);
                if (result.A > 0)
                {
                    backbuffer[backbufferOffset] = result;
                }
            }
        }