Posted By: Rei_Ayanami
Color to alpha / no-alpha problem - 02/10/12 14:49
Heyo,
I got a little problem. I am writing shaders for Image Factory and one of them is a "color-to-alpha" shader [like the option in Gimp], but I cannot get the alpha transparency working.
I also tried [for testing] to set the Color.a to the Color.r value, which resulted in semi-transparent red-parts and fully visible rest oO
May I misunderstood the shader thing?
[FYI: The shader is applied via bmap_process and the image is created via bmap_createblack, 32bits. ]
I am also having problems with alpha in other shaders, but this is the most important [I will learn from it^^]
Thanks in advance,
Marian
I got a little problem. I am writing shaders for Image Factory and one of them is a "color-to-alpha" shader [like the option in Gimp], but I cannot get the alpha transparency working.
Code:
float4 vecSkill1; texture TargetMap; sampler smpSource = sampler_state { texture = <TargetMap>; }; float4 ColorToAlpha_PS( float2 Tex : TEXCOORD0 ) : COLOR0 { float4 AlphaColor; float4 Color; AlphaColor = tex2D( smpSource, Tex.xy); AlphaColor.r -= vecSkill1.x; AlphaColor.g -= vecSkill1.y; AlphaColor.b -= vecSkill1.z; AlphaColor.a = abs(AlphaColor.r)+abs(AlphaColor.g)+abs(AlphaColor.b); AlphaColor.a /= 3; Color = tex2D( smpSource, Tex.xy); Color.a = AlphaColor.a; return Color; } technique tech_00 { pass pass_00 { VertexShader = null; PixelShader = compile ps_2_0 ColorToAlpha_PS(); } } technique fallback { pass one { } }
I also tried [for testing] to set the Color.a to the Color.r value, which resulted in semi-transparent red-parts and fully visible rest oO
May I misunderstood the shader thing?
[FYI: The shader is applied via bmap_process and the image is created via bmap_createblack, 32bits. ]
I am also having problems with alpha in other shaders, but this is the most important [I will learn from it^^]
Thanks in advance,
Marian