spwork
I’m a raw recruit with shaders,i want use two input textures to generate a output,like this:
<renderpath>
<rendertarget name="MyTarget" tag="MyPostProcess" sizedivisor="1 1" format="rgba" filter="true" />
<command type="quad" tag="MyPostProcess" vs="MyPostProcess" ps="MyPostProcess" output="viewport">
<texture unit="diffuse" name="viewport" />
<texture unit="diffuse" name="d:/mytexture.png" />
</command>
</renderpath>
And how to fix this shader to make it generate superimposed values for two picture colors?
void VS(float4 iPos : POSITION,
out float2 oScreenPos : TEXCOORD0,
out float4 oPos : OUTPOSITION)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oScreenPos = GetScreenPosPreDiv(oPos);
}
void PS(float2 iScreenPos : TEXCOORD0,
out float4 oColor : OUTCOLOR0)
{
oColor = Sample2D(DiffMap, iScreenPos);
}