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cbuffer ConstantBuffer : register(b0)
{
float4x4 modelview;
float4x4 projection;
};
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PSInput VS_Offscreen(float4 position : POSITION, float4 color : COLOR)
{
PSInput result;
float4x4 mvp = mul(projection, modelview);
result.position = mul(mvp, position);
result.color = color;
return result;
}
float4 PS_Offscreen(PSInput input) : SV_TARGET
{
return input.color;
}
struct PSInput2
{
float4 position : SV_POSITION;
float2 coord : TEXCOORD0;
};
PSInput2 VS_Onscreen(float4 position : POSITION, float2 coord : TEXCOORD0)
{
PSInput2 result;
float4x4 mvp = mul(projection, modelview);
result.position = mul(mvp, position);
result.coord = coord;
return result;
}
Texture2D tex : register(t0);
SamplerState samp : register(s0);
float4 PS_Onscreen(PSInput2 input) : SV_TARGET
{
return tex.Sample(samp, input.coord);
}
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