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- technique TextGizmo
- {
- blend
- {
- target
- {
- enabled = true;
- color = { srcA, srcIA, add };
- };
- };
-
- depth
- {
- write = false;
- };
-
- code
- {
- cbuffer Uniforms
- {
- float4x4 gMatViewProj;
- float4 gViewDir;
- }
- void vsmain(
- in float3 inPos : POSITION,
- in float2 uv : TEXCOORD0,
- in float4 color : COLOR0,
- out float4 oPosition : SV_Position,
- out float2 oUv : TEXCOORD0,
- out float4 oColor : COLOR0)
- {
- oPosition = mul(gMatViewProj, float4(inPos.xyz, 1));
- oUv = uv;
- oColor = color;
- }
- SamplerState gMainTexSamp : register(s0);
- Texture2D gMainTexture : register(t0);
- float4 fsmain(
- in float4 inPos : SV_Position,
- float2 uv : TEXCOORD0,
- float4 color : COLOR0) : SV_Target
- {
- return float4(color.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * color.a);
- }
- };
- };
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