2020-06-18 02:19:34 +00:00
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/*
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===========================================================================
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Copyright (C) 2020 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// partial depth/color clear vertex and pixel shaders
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struct VOut
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{
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float4 position : SV_Position;
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};
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VOut vs_main(uint id : SV_VertexID)
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{
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VOut output;
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2020-07-07 02:44:31 +00:00
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output.position.x = (float)(id / 2) * 4.0 - 1.0;
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output.position.y = (float)(id % 2) * 4.0 - 1.0;
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2020-06-18 02:19:34 +00:00
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output.position.z = 1.0;
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output.position.w = 1.0;
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return output;
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}
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cbuffer PixelShaderBuffer
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{
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float4 color;
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};
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float4 ps_main(VOut input) : SV_TARGET
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{
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return color;
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}
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