TextGizmo.bsl 830 B

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  1. technique TextGizmo
  2. {
  3. blend
  4. {
  5. target
  6. {
  7. enabled = true;
  8. color = { srcA, srcIA, add };
  9. };
  10. };
  11. depth
  12. {
  13. write = false;
  14. };
  15. code
  16. {
  17. cbuffer Uniforms
  18. {
  19. float4x4 gMatViewProj;
  20. float4 gViewDir;
  21. }
  22. void vsmain(
  23. in float3 inPos : POSITION,
  24. in float2 uv : TEXCOORD0,
  25. in float4 color : COLOR0,
  26. out float4 oPosition : SV_Position,
  27. out float2 oUv : TEXCOORD0,
  28. out float4 oColor : COLOR0)
  29. {
  30. oPosition = mul(gMatViewProj, float4(inPos.xyz, 1));
  31. oUv = uv;
  32. oColor = color;
  33. }
  34. SamplerState gMainTexSamp : register(s0);
  35. Texture2D gMainTexture : register(t0);
  36. float4 fsmain(
  37. in float4 inPos : SV_Position,
  38. float2 uv : TEXCOORD0,
  39. float4 color : COLOR0) : SV_Target
  40. {
  41. return float4(color.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * color.a);
  42. }
  43. };
  44. };