2012-11-27 03:23:19 +00:00
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struct a2v
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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2015-05-03 19:57:46 +00:00
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outp.pos = mul(m_projection, inp.pos);
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2012-11-27 03:23:19 +00:00
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outp.tc = inp.tc;
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outp.vcol = inp.vcol;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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2015-05-03 19:57:46 +00:00
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Texture2D t_t0;
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SamplerState s_t0;
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2012-11-27 03:23:19 +00:00
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float4 main (v2f inp) : SV_TARGET
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{
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2015-07-31 13:23:32 +00:00
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#ifdef PREMUL
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inp.vcol.rgb *= inp.vcol.a;
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#endif
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2015-05-03 19:57:46 +00:00
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return t_t0.Sample(s_t0, inp.tc) * inp.vcol;
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2012-11-27 03:23:19 +00:00
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}
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#endif
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