本文整理汇总了C#中System.Windows.Media.Effects.ShaderEffect类的典型用法代码示例。如果您正苦于以下问题:C# ShaderEffect类的具体用法?C# ShaderEffect怎么用?C# ShaderEffect使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ShaderEffect类属于System.Windows.Media.Effects命名空间,在下文中一共展示了ShaderEffect类的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: PixelShader
//引入命名空间
using System;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Effects;
using System.Reflection;
namespace ShaderEffectDemo
{
public class ThresholdEffect : ShaderEffect
{
private static PixelShader _pixelShader =
new PixelShader() { UriSource = MakePackUri("ThresholdEffect.fx.ps") };
public ThresholdEffect()
{
PixelShader = _pixelShader;
UpdateShaderValue(InputProperty);
UpdateShaderValue(ThresholdProperty);
UpdateShaderValue(BlankColorProperty);
}
// MakePackUri is a utility method for computing a pack uri
// for the given resource.
public static Uri MakePackUri(string relativeFile)
{
Assembly a = typeof(ThresholdEffect).Assembly;
// Extract the short name.
string assemblyShortName = a.ToString().Split(',')[0];
string uriString = "pack://application:,,,/" +
assemblyShortName +
";component/" +
relativeFile;
return new Uri(uriString);
}
///////////////////////////////////////////////////////////////////////
#region Input dependency property
public Brush Input
{
get { return (Brush)GetValue(InputProperty); }
set { SetValue(InputProperty, value); }
}
public static readonly DependencyProperty InputProperty =
ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(ThresholdEffect), 0);
#endregion
///////////////////////////////////////////////////////////////////////
#region Threshold dependency property
public double Threshold
{
get { return (double)GetValue(ThresholdProperty); }
set { SetValue(ThresholdProperty, value); }
}
public static readonly DependencyProperty ThresholdProperty =
DependencyProperty.Register("Threshold", typeof(double), typeof(ThresholdEffect),
new UIPropertyMetadata(0.5, PixelShaderConstantCallback(0)));
#endregion
///////////////////////////////////////////////////////////////////////
#region BlankColor dependency property
public Color BlankColor
{
get { return (Color)GetValue(BlankColorProperty); }
set { SetValue(BlankColorProperty, value); }
}
public static readonly DependencyProperty BlankColorProperty =
DependencyProperty.Register("BlankColor", typeof(Color), typeof(ThresholdEffect),
new UIPropertyMetadata(Colors.Transparent, PixelShaderConstantCallback(1)));
#endregion
}
}
示例2: register
// Threshold shader
// Object Declarations
sampler2D implicitInput : register(s0);
float threshold : register(c0);
float4 blankColor : register(c1);
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 color = tex2D(implicitInput, uv);
float intensity = (color.r + color.g + color.b) / 3;
float4 result;
if (intensity > threshold)
{
result = color;
}
else
{
result = blankColor;
}
return result;
}