24 lines
418 B
HLSL
24 lines
418 B
HLSL
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struct Vertex {
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float4 pos : POSITION;
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float4 texcoord : TEXCOORD0;
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};
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struct VSOut {
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float4 pos : SV_POSITION;
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float4 texcoord : TEXCOORD0;
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};
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cbuffer MatrixBuffer : register(b0) {
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float4x4 gMVP;
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};
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VSOut MainVS(Vertex v) {
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VSOut o;
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o.pos = mul(gMVP, v.pos);
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o.texcoord = v.texcoord;
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return o;
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}
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float4 MainPS(VSOut i) : SV_TARGET {
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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