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是不是有啥设置不对的呢?
uniform texture Tex0;
uniform texture Tex1;
uniform float4x4 WorldViewProj : WORLDVIEWPROJECTION;
struct VS_OUTPUT
{
float4 pos : POSITION;
float2 texCoord : TEXCOORD0;
};
VS_OUTPUT VS(
float4 Pos : POSITION,
float2 texCoord : TEXCOORD0)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
// transform Position
Out.pos = mul(Pos, WorldViewProj);
Out.texCoord = texCoord;
return Out;
}
sampler Sampler = sampler_state
{
Texture = (Tex0);
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler Sampler1 = sampler_state
{
Texture = (Tex1);
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
float4 PS( VS_OUTPUT In ) : COLOR
{
float4 f = tex2D(Sampler, In.texCoord);
float4 f1 = tex2D(Sampler1, In.texCoord);
float4 f3 = f * (1.0f - f1) + f1;
return f3;
}
technique RenderNormal
{
pass P0
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
}
} |
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