tooll3--t3
20 行
382 B
HLSL
20 行
382 B
HLSL
cbuffer ParamConstants : register(b0)
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{
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float4 Color;
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}
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struct vsOutput
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{
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float4 position : SV_POSITION;
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float2 texCoord : TEXCOORD;
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};
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Texture2D<float4> inputTexture : register(t0);
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sampler texSampler : register(s0);
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float4 psMain(vsOutput input) : SV_TARGET
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{
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float4 f = inputTexture.Sample(texSampler, input.texCoord);
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return float4(1,1,1,1) * Color *f;
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}
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