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@@ -1,95 +0,0 @@
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-Parameters =
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-{
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- mat4x4 matWorldViewProj : auto("WVP");
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-
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- Sampler2D samp : alias("tex");
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- Texture2D tex;
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-};
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-
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-Blocks =
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-{
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- Block PerObject : auto("PerObject");
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-};
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-
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-Technique =
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-{
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- Language = "HLSL11";
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-
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- Pass =
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- {
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-
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- Vertex =
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- {
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- cbuffer PerObject
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- {
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- float4x4 matWorldViewProj;
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- }
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-
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- void main(
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- in float4 inPos : POSITION,
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- in float2 uv : TEXCOORD0,
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- out float4 oPosition : SV_Position,
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- out float2 oUv : TEXCOORD0)
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- {
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- oPosition = mul(matWorldViewProj, inPos);
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- oUv = uv;
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- }
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- };
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-
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- Fragment =
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- {
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- SamplerState samp : register(s0);
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- Texture2D tex : register(t0);
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-
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- float4 main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
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- {
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- return tex.Sample(samp, uv);
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- }
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- };
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- };
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-};
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-
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-Technique =
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-{
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- Language = "GLSL";
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-
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- Pass =
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- {
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-
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- Vertex =
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- {
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- uniform PerObject
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- {
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- mat4 matWorldViewProj;
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- };
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-
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- in vec4 bs_position;
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- in vec2 bs_texcoord0;
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- out vec2 texcoord0;
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-
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- out gl_PerVertex
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- {
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- vec4 gl_Position;
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- };
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-
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- void main()
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- {
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- texcoord0 = bs_texcoord0;
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- gl_Position = matWorldViewProj * bs_position;
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- }
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- };
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-
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- Fragment =
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- {
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- uniform sampler2D tex;
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-
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- in vec2 texcoord0;
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- out vec4 fragColor;
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-
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- void main()
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- {
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- fragColor = texture2D(tex, texcoord0.st);
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- }
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- };
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- };
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-};
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