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- #include "$EDITOR$/GizmoCommon.bslinc"
- shader TextGizmo
- {
- mixin GizmoCommon;
- blend
- {
- target
- {
- enabled = true;
- color = { srcA, srcIA, add };
- };
- };
-
- depth
- {
- write = false;
- };
-
- code
- {
- 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)
- {
- float tfrmdX = -1.0f + (inPos.x * gInvViewportWidth);
- float tfrmdY = (1.0f - (inPos.y * gInvViewportHeight)) * gViewportYFlip;
- oPosition = float4(tfrmdX, tfrmdY, inPos.z, 1);
- oUv = uv;
- oColor = color;
- }
- SamplerState gMainTexSamp
- {
- Filter = MIN_MAG_MIP_POINT;
- };
-
- Texture2D gMainTexture;
- 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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