precipP.hlsl 2.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. //-----------------------------------------------------------------------------
  23. // Structures
  24. //-----------------------------------------------------------------------------
  25. #include "shaderModel.hlsl"
  26. struct Conn
  27. {
  28. float4 position : TORQUE_POSITION;
  29. float2 texCoord : TEXCOORD0;
  30. float4 color : COLOR0;
  31. };
  32. struct Frag
  33. {
  34. float4 col : TORQUE_TARGET0;
  35. };
  36. TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
  37. //-----------------------------------------------------------------------------
  38. // Main
  39. //-----------------------------------------------------------------------------
  40. Frag main( Conn In)
  41. {
  42. Frag Out;
  43. Out.col = TORQUE_TEX2D(diffuseMap, In.texCoord) * In.color;
  44. return Out;
  45. }