2 #define SRC(...) #__VA_ARGS__ 7 float4 position : POSITION;
8 float4 texcoord : TEXCOORD0;
9 float4 color0 : COLOR0;
10 float4 color1 : COLOR1;
11 float4 color2 : COLOR2;
12 float4 color3 : COLOR3;
17 float4 position : POSITION;
18 float4 texcoord : TEXCOORD0;
19 float4 color0 : COLOR0;
20 float4 color1 : COLOR1;
21 float4 color2 : COLOR2;
22 float4 color3 : COLOR3;
26 float4 position : SV_POSITION;
27 float2 texcoord : TEXCOORD0;
31 GSInput VSMain(VSInput
input)
49 void GSMain(point GSInput
input[1], inout TriangleStream<PSInput> triStream)
52 output.position.zw = float2(0.0
f, 1.0
f);
54 output.position.xy =
input[0].position.xy +
input[0].position.zw * float2(1.0, 0.0);
55 output.texcoord =
input[0].texcoord.xy +
input[0].texcoord.zw * float2(1.0, 0.0);
59 output.position.xy =
input[0].position.xy +
input[0].position.zw * float2(0.0, 0.0);
60 output.texcoord =
input[0].texcoord.xy +
input[0].texcoord.zw * float2(0.0, 0.0);
64 output.position.xy =
input[0].position.xy +
input[0].position.zw * float2(1.0, 1.0);
65 output.texcoord =
input[0].texcoord.xy +
input[0].texcoord.zw * float2(1.0, 1.0);
69 output.position.xy =
input[0].position.xy +
input[0].position.zw * float2(0.0, 1.0);
70 output.texcoord =
input[0].texcoord.xy +
input[0].texcoord.zw * float2(0.0, 1.0);
76 uniform Texture2D <float4> t0;
77 float4 PSMain(PSInput
input) : SV_TARGET
79 return input.color * t0.Sample(s0,
input.texcoord);
81 float4 PSMainA8(PSInput
input) : SV_TARGET
83 return float4(
input.color.rgb ,
input.color.a * t0.Sample(s0,
input.texcoord).a);
GLenum const GLfloat * params
Definition: glext.h:6297
GLfloat f
Definition: glext.h:8207
GLenum GLenum GLenum input
Definition: glext.h:9938
std::string output
Definition: Config.FromFile.cpp:44
GLuint color
Definition: glext.h:6883
#define SRC(...)
Definition: sprite_sm4.hlsl.h:2
GLuint sampler
Definition: glext.h:7950