2 #define SRC(...) #__VA_ARGS__ 6 float4x4 modelViewProj;
14 float4 position : SV_POSITION;
15 float2 texcoord : TEXCOORD0;
18 PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0, float4
color : COLOR)
22 result.texcoord = texcoord;
27 uniform Texture2D <float4> t0;
28 float4 PSMain(PSInput
input) : SV_TARGET
30 return input.color * t0.Sample(s0,
input.texcoord);
GLenum GLenum GLenum input
Definition: glext.h:9938
time_t time(time_t *timer)
GLuint64EXT * result
Definition: glext.h:12211
GLuint color
Definition: glext.h:6883
Definition: retroarch.h:240
#define SRC(...)
Definition: opaque_sm5.hlsl.h:2
GLuint sampler
Definition: glext.h:7950