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- technique SpriteLine
- {
- blend
- {
- target
- {
- enabled = true;
- color = { srcA, srcIA, add };
- writemask = RGB;
- };
- };
-
- depth
- {
- read = false;
- write = false;
- };
-
- raster
- {
- multisample = false; // This controls line rendering algorithm
- lineaa = false;
- };
-
- code
- {
- struct VStoFS
- {
- float4 position : SV_POSITION;
- };
- cbuffer GUIParams
- {
- float4x4 gWorldTransform;
- float gInvViewportWidth;
- float gInvViewportHeight;
- float gViewportYFlip;
- float4 gTint;
- }
-
- struct VertexInput
- {
- float2 position : POSITION;
- };
-
- VStoFS vsmain(VertexInput input)
- {
- float4 tfrmdPos = mul(gWorldTransform, float4(input.position, 0, 1));
-
- float tfrmdX = -1.0f + (tfrmdPos.x * gInvViewportWidth);
- float tfrmdY = 1.0f - (tfrmdPos.y * gInvViewportHeight);
- VStoFS output;
- output.position = float4(tfrmdX, tfrmdY, 0, 1);
- return output;
- }
- float4 fsmain(VStoFS input) : SV_Target
- {
- return gTint;
- }
- };
- };
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