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