TombEngine/Build/FullScreenQuad.fx
2018-08-19 09:46:58 +02:00

45 lines
825 B
HLSL

float4x4 World;
float4x4 View;
float4x4 Projection;
texture Texture : register(t0);
sampler TextureSampler : register(s0) = sampler_state
{
Texture = <Texture>;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
output.Position = float4(input.Position, 1.0f);
output.TexCoord = input.TexCoord;
return output;
}
float4 PixelShaderFunction(in float2 texCoords : TEXCOORD0) : COLOR0
{
return theSample = tex2D(TextureSampler, texCoords);
}
technique FXAA
{
pass Pass1
{
VertexShader = compile vs_3_0 VertexShaderFunction();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}