RetroArch
opaque.hlsl.d3d9.h
Go to the documentation of this file.
1 #include "shaders_common.h"
2 
3 static const char *stock_hlsl_program = CG(
4  void main_vertex
5  (
6  float4 position : POSITION,
7  float4 color : COLOR,
8 
9  uniform float4x4 modelViewProj,
10 
11  float4 texCoord : TEXCOORD0,
12  out float4 oPosition : POSITION,
13  out float4 oColor : COLOR,
14  out float2 otexCoord : TEXCOORD
15  )
16  {
17  oPosition = mul(modelViewProj, position);
18  oColor = color;
19  otexCoord = texCoord;
20  }
21 
22  struct output
23  {
24  float4 color: COLOR;
25  };
26 
27  struct input
28  {
29  float2 video_size;
30  float2 texture_size;
31  float2 output_size;
32  float frame_count;
33  float frame_direction;
34  float frame_rotation;
35  };
36 
37  output main_fragment(float2 texCoord : TEXCOORD0,
38  uniform sampler2D decal : TEXUNIT0, uniform input IN)
39  {
40  output OUT;
41  OUT.color = tex2D(decal, texCoord);
42  return OUT;
43  }
44 );
sampler2DBase< glm::vec4 > sampler2D
Definition: sampler.hpp:94
struct passwd out
Definition: missing_libc_functions.c:51
GLenum GLenum GLenum input
Definition: glext.h:9938
static const char * stock_hlsl_program
Definition: opaque.hlsl.d3d9.h:3
std::string output
Definition: Config.FromFile.cpp:44
GLuint color
Definition: glext.h:6883
#define CG(src)
Definition: shaders_common.h:9
Definition: glslang_tab.cpp:198
Definition: glslang_tab.cpp:197