Separable = false; Parameters = { float test1 = 1.0f; float2 test2 = { 1.0f, 1.0f }; float3 test3 = { 1.0f, 1.0f, 1.0f }; float4 test4 = { 1.0f, 1.0f, 1.0f, 1.0f }; mat2x2 test5 = { 1.0f, 0.0f, 0.0f, 1.0f }; mat2x3 test6 = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f }; mat2x4 test7 = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f }; mat3x2 test8 = { 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f }; mat3x3 test9 = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; mat3x4 test10 = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f }; mat4x2 test11 = { 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f }; mat4x3 test12 = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f }; mat4x4 test13 = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; Texture2D tex0; Sampler2D samp0 : alias("tex0") = { AddressMode = { U = WRAP; V = WRAP; W = WRAP; }; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; MaxAniso = 0; MipmapBias = 0.0f; MipMin = 0.0f; MipMax = 0.0f; BorderColor = { 1.0f, 1.0f, 1.0f, 1.0f }; CompareFunc = PASS; }; Texture1D tex1; Sampler1D samp1; Texture3D tex2; Sampler3D samp2; TextureCUBE tex3; SamplerCUBE samp3; Texture2DMS tex4; Sampler2DMS samp4; ByteBuffer buffer1; StructBuffer buffer2; RWByteBuffer buffer3; RWStructBuffer buffer4; AppendBuffer buffer5; ConsumeBuffer buffer6; RWTypedBuffer buffer7; }; Blocks = { Block global : auto("GLOBAL") : shared(false) : usage(STATIC); Block perFrame : auto("PERFRAME") : shared(false) : usage(DYNAMIC); }; Technique = { Renderer = "Any"; Language = "HLSL11"; Tags = { "Animated", "OtherTag" }; Pass = { Fill = SOLID; Cull = CCW; DepthBias = 0.0f; ScaledDepthBias = 0.0f; DepthClip = true; Scissor = false; Multisample = false; AALine = false; DepthRead = true; DepthWrite = true; CompareFunc = GTE; Stencil = false; StencilReadMask = 0xff; StencilWriteMask = 0xff; StencilOpFront = { Fail = KEEP; ZFail = KEEP; Pass = KEEP; CompareFunc = FAIL; }; StencilOpBack = { Fail = KEEP; ZFail = KEEP; Pass = KEEP; CompareFunc = FAIL; }; AlphaToCoverage = false; IndependantBlend = false; Target = { Index = 0; Blend = false; Color = { Source = ONE; Dest = ONE; Op = ADD; }; Alpha = { Source = ONE; Dest = ONE; Op = ADD; }; WriteMask = RGBA; }; Vertex = { float invViewportWidth; float invViewportHeight; float4x4 worldTransform; void main( in float3 inPos : POSITION, in float2 uv : TEXCOORD0, out float4 oPosition : SV_Position, out float2 oUv : TEXCOORD0) { float4 tfrmdPos = mul(worldTransform, float4(inPos.xy, 0, 1)); float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth); float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight); oPosition = float4(tfrmdX, tfrmdY, 0, 1); oUv = uv; } }; Fragment = { SamplerState mainTexSamp : register(s0); Texture2D mainTexture : register(t0); float4 tint; float4 main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target { float4 color = mainTexture.Sample(mainTexSamp, uv); return color * tint; } }; }; };