Texture2D Texture : register(t0); SamplerState Sampler : register(s0); cbuffer Constants { float screenPixelRange = 2; } struct VS_Input { float2 Position : POSITION; float4x4 Tranform : TRANSFORM; float4 Color : COLOR; float4 UVTransform : TEXCOORD; }; struct PS_Input { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; float4 Color : COLOR; }; PS_Input VS(VS_Input input) { PS_Input output; output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform); output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position; output.Color = input.Color; return output; } float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } float4 PS(PS_Input input) : SV_Target0 { float3 msd = Texture.Sample(Sampler, input.TexCoord); float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = screenPixelRange * (sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); //float4 color = lerp(float4(1, 0, 0, 1), input.Color, opacity); //return color; return float4(input.Color.rgb, opacity * input.Color.a); } #effect[VS=VS, PS=PS]