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- technique SpriteText
- {
- blend
- {
- target
- {
- enabled = true;
- color = { srcA, srcIA, add };
- writemask = RGB;
- };
- };
-
- depth
- {
- read = false;
- write = false;
- };
-
- code
- {
- cbuffer GUIParams
- {
- float4x4 gWorldTransform;
- float gInvViewportWidth;
- float gInvViewportHeight;
- float gViewportYFlip;
- float4 gTint;
- }
- void vsmain(
- in float3 inPos : POSITION,
- in float2 uv : TEXCOORD0,
- out float4 oPosition : SV_Position,
- out float2 oUv : TEXCOORD0)
- {
- float4 tfrmdPos = mul(gWorldTransform, float4(inPos.xy, 0, 1));
- float tfrmdX = -1.0f + (tfrmdPos.x * gInvViewportWidth);
- float tfrmdY = (1.0f - (tfrmdPos.y * gInvViewportHeight)) * gViewportYFlip;
- oPosition = float4(tfrmdX, tfrmdY, 0, 1);
- oUv = uv;
- }
- [alias(gMainTexture)]
- SamplerState gMainTexSamp;
- Texture2D gMainTexture;
- float4 fsmain(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
- {
- float4 color = float4(gTint.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * gTint.a);
- return color;
- }
- };
- };
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