[Summary("")]
shader Demo_ShaderFX : ComputeColor, Texturing, DemoBase
{
[Default(1.0f, 0.0f, 0.0f, 1.0f)]
compose ComputeColor Color;
override float4 Compute()
{
return doSomething(streams.TexCoord) * Color.Compute();
}
};
shader DemoBase {
SamplerState DemoSampler
{
Filter = MIN_MAG_LINEAR_MIP_POINT;
};
Texture2D DemoTexture;
float4 doSomething(float2 uv)
{
return DemoTexture.Sample(DemoSampler, uv);
}
};
It works for TextureFX.
[TextureSource]
[Category("Source")]
[Summary("")]
shader Demo_TextureFX : TextureFX, DemoBase
{
[Default(1.0f, 0.0f, 0.0f, 1.0f)]
compose ComputeColor Color;
stage override float4 Shading()
{
return doSomething(streams.TexCoord) * Color.Compute();
}
};
Tested with 6.3
ShaderFXInputs.7z (52.9 KB)