@Tankerpat wrote:
Hi,
Since few month I use pixel shader on my rendertarget2D and that worked perfectly. Thx to kosmonautgames
But now I want to draw textured quad with primitives and perspectiveFieldOfView.
To draw my quad I use this method :
https://msdn.microsoft.com/ru-ru/library/bb464051(v=xnagamestudio.31).aspxI tried to keep my way todo with rendertarget2D. But nothing
So I think I need to use vertex shader and pixel shader but it doesn't work too.
Vertex :struct VertexIn { float4 Position : SV_POSITION0; float4 VertexColor : COLOR0; float2 TexCoord : TEXCOORD0; }; struct VertexOut { float4 Position : SV_POSITION0; float4 VertexColor : COLOR0; float2 TexCoord : TEXCOORD0; }; VertexOut VS(VertexIn vin) { VertexOut vout; // Here I try a lot of thing to test float4 worldPosition = mul(vin.Position, World); float4 viewPosition = mul(worldPosition, View); vout.Position = mul(viewPosition, Projection); float4x4 WorldViewProjection = View*Projection; vout.Position = vin.Position;// (float4(vin.Position.x, vin.Position.y, 500.0, 1.0));// , WorldViewProjection); //vout.Position = vin.Position;// , WorldViewProjection); vout.TexCoord = vin.TexCoord; return vout; }
Pixel :
float4 SimplePointLightPS(float4 Position : SV_Position, float4 Color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 //VertexOut pin) :SV_TARGET// { float halfMagnitude = length(float3(texCoord.xy,500) - float3(0.5, 0.5,0));// pin.TexCoord.xy float alpha = (PointLightZ - 1) - saturate(PointLightPosition.z - halfMagnitude * PointLightPosition.z); return float4(GetComputedColor(alpha)); }
Is it possible to draw a textured quad and apply shader effect with Blendstate.Additive?
Thx in advance
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