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radar.fx
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radar.fx
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#include "transform.fx"
texture sMapTexture;
texture sOverlayTexture;
texture sMaskTexture;
float2 gUVPrePosition = float2( 0, 0 );
float2 gUVScale = float2(1, 1);
float2 gUVScaleCenter = float2( 0.5, 0.5 );
float gUVRotAngle = float(0);
float2 gUVRotCenter = float2( 0.5, 0.5 );
float2 gUVPosition = float2(0, 0 );
float3x3 getTextureTransform()
{
return makeTextureTransform( gUVPrePosition, gUVScale, gUVScaleCenter, gUVRotAngle, gUVRotCenter, gUVPosition );
}
technique radar
{
pass P0
{
Texture[0] = sMapTexture;
TextureTransform[0] = getTextureTransform();
TextureTransformFlags[0] = Count2;
AddressU[0] = Clamp;
AddressV[0] = Clamp;
ColorOp[0] = Modulate;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
AlphaOp[0] = Modulate;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Diffuse;
Texture[1] = sOverlayTexture;
TexCoordIndex[1] = 0;
AddressU[1] = Clamp;
AddressV[1] = Clamp;
ColorOp[1] = ModulateInvAlpha_AddColor;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
AlphaOp[1] = Add;
AlphaArg1[1] = Texture;
AlphaArg2[1] = Current;
Texture[2] = sMaskTexture;
TexCoordIndex[2] = 0;
ColorOp[2] = SelectArg1;
ColorArg1[2] = Current;
AlphaOp[2] = Modulate;
AlphaArg1[2] = Current;
AlphaArg2[2] = Texture;
}
}