Hello I was trying to add a sampler state pin to a constant shader to get it in border mode and color as alpha. is it posible ?
having a look to some older threads i got the address in border mode inside the shader but alpha seems not to work.
sampler Samp = sampler_state //sampler for doing the texture-lookup
{
Texture = (Tex); //apply a texture to the sampler
MipFilter = LINEAR; //sampler states
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU= BORDER;
AddressV = BORDER;
BorderColor = float4(cBord.r, cBord.g, cBord.b, 0);
//BorderColor = (cBord);
};
i saw that the drawfixed node has an sampler state pin but changing the color to alpha does not get the alpha either.
as i remember i had it working but there was something i don’t remember
hi with drawfixed works with .png at 16bit and dds with interpolated alpha. i could not make it to work with normal shader yet. cheers
try replace BorderColor = float4(cBord.r, cBord.g, cBord.b, 0);
with BorderColor = float4(0, 0, 0, 0);
woei
5
float4 cBord : COLOR <String uiname="Border Color";> = {1, 1, 1, 1}; //important to define the color before the sampler
sampler Samp = sampler_state
{
...
AddressU= BORDER;
AddressV = BORDER;
BorderColor = (cBord);
};
and
pass P0
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
SrcBlend = SrcColor;
DestBlend = DestAlpha;
}
not sure though, if scrblend + destblend is the same as the ColorAsAlphaAdd blend mode
hello guys, thanks for replies , yes woei,s way worked ;D
lasal also apreaciates it and thank you.
note: i had to reset the shader as only saving the shader it did not get it