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