7 float2 Tex : TEXCOORD0;
12 float4 Position : POSITION;
13 float2 TexCoord0 : TEXCOORD0;
16 uniform float4 Color :
register(c1);
17 uniform float2 TexScale :
register(c2);
18 sampler FontTexture :
register(s0);
20 VS_OUT main_vertex( VS_IN In )
23 Out.Position.x = (In.Pos.x-0.5);
24 Out.Position.y = (In.Pos.y-0.5);
25 Out.Position.z = ( 0.0 );
26 Out.Position.w = ( 1.0 );
27 Out.TexCoord0.x = In.Tex.x * TexScale.x;
28 Out.TexCoord0.y = In.Tex.y * TexScale.y;
32 float4 main_fragment( VS_OUT In ) : COLOR0
34 float4 FontTexel = tex2D( FontTexture, In.TexCoord0 );
ush Pos
Definition: deflate.h:89
static const char * font_hlsl_d3d9_program
Definition: font.hlsl.d3d9.h:3
#define CG(src)
Definition: shaders_common.h:9
GLuint sampler
Definition: glext.h:7950