37 lines
631 B
HLSL
37 lines
631 B
HLSL
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//
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cbuffer buffer0 : register(b0)
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{
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float4x4 ProjectionMatrix;
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};
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sampler sampler0 : register(s0);
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Texture2D<float4> texture0 : register(t0);
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struct VS_INPUT
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{
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float2 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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PS_INPUT vs(VS_INPUT input)
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{
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PS_INPUT output;
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output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
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output.col = input.col;
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output.uv = input.uv;
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return output;
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}
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float4 ps(PS_INPUT input) : SV_Target
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{
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return input.col * texture0.Sample(sampler0, input.uv);
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}
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