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Diffuse color?

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With XNA, you have BasicEffect which has the "Diffuse" property. I haven't messed with HLSL in a while, but I'm wondering how to write the code to add color to a texture. For example: I have a texture, and I want to draw it with it blended red. What would I do if I had float4 blendColor and float4 texColor (where texColor is the color of the pixel for that pass)?

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Then you can just go like this in your pixel shader (in pseudocode):

[CODE]outputcolor = (texColor + blendColor) * 0.5;[/CODE]

Or you can blend it more or less strongly like this:

[CODE]outputcolor = lerp(texColor, blendColor, t);[/CODE]

If t = 0, the output color will just be texColor, if t = 1 then it will be blendColor. Values in between give various blend levels. t = 0.5 corresponds to the blend before.

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[quote name='Bacterius' timestamp='1335043507' post='4933611']
Then you can just go like this in your pixel shader (in pseudocode):

[CODE]outputcolor = (texColor + blendColor) * 0.5;[/CODE]

Or you can blend it more or less strongly like this:

[CODE]outputcolor = lerp(texColor, blendColor, t);[/CODE]

If t = 0, the output color will just be texColor, if t = 1 then it will be blendColor. Values in between give various blend levels. t = 0.5 corresponds to the blend before.
[/quote]
I actually figured it out myself. I tried the code you provided, and it didn't do what I wanted. It did some weird blending. [CODE]texColor * blendColor[/CODE] does exactly what I want.

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