Reputation: 388
i got 2 dynamic texture ,and want add second texture color to first texture color But just where first texture color alpha is not 0 something like inverse transparncey i add two pic link to show what is my mean:
TO
just collisions part must add two texture pixel color
ty for your help
Upvotes: 4
Views: 190
Reputation: 388
just did it , works great
sampler circleSampler : register(s1);
sampler playerSampler : register(s0);
float4 main(float4 color : COLOR0 ,float2 texCoord : TEXCOORD0):COLOR0
{
float4 output = float4(1,1,1,1);
float4 CircColor = tex2D(circleSampler,texCoord);
float4 playerColor = tex2D(playerSampler,texCoord);
if (CircColor.a ==0)
{
output = playerColor;
}
else
{
output = CircColor* playerColor;
}
output.a = playerColor.a;
return output;
}
technique Technique1
{
pass Pass1
{
PixelShader = compile ps_2_0 main();
}
}
anyway ty for ur time
Upvotes: 1
Reputation: 5762
Maybe using BlendState.Additive wil be enough for you.
or maybe it can be achieved with a custom BlendState.. but I have not experience with this...
or you can make a shader, you should note that you have to quads:
you draw Qc over Qrd...
so you have to traduce the texture coordinates that you get in the pixel shader that owns to Qc to texture cordinates at Qrd space...
then you sample the color from Qrd texture, and if alpha is near zero you clip the pixel... else you return the sample from Qrc texture
Upvotes: 1