PPBase.bslinc 921 B

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  1. Technique : base("PPBase") =
  2. {
  3. Language = "HLSL11";
  4. Pass =
  5. {
  6. DepthWrite = false;
  7. DepthRead = false;
  8. Common =
  9. {
  10. struct VStoFS
  11. {
  12. float4 position : SV_POSITION;
  13. float2 uv0 : TEXCOORD0;
  14. };
  15. };
  16. Vertex =
  17. {
  18. struct VertexInput
  19. {
  20. float2 screenPos : POSITION;
  21. float2 uv0 : TEXCOORD0;
  22. };
  23. VStoFS main(VertexInput input)
  24. {
  25. VStoFS output;
  26. output.position = float4(input.screenPos, 0, 1);
  27. output.uv0 = input.uv0;
  28. return output;
  29. }
  30. };
  31. };
  32. };
  33. Technique : base("PPBase") =
  34. {
  35. Language = "GLSL";
  36. Pass =
  37. {
  38. DepthWrite = false;
  39. DepthRead = false;
  40. Vertex =
  41. {
  42. in vec2 bs_position;
  43. in vec2 bs_texcoord0;
  44. out VStoFS
  45. {
  46. vec2 uv0;
  47. } VSOutput;
  48. out gl_PerVertex
  49. {
  50. vec4 gl_Position;
  51. };
  52. void main()
  53. {
  54. gl_Position = vec4(bs_position, 0, 1);
  55. VSOutput.uv0 = bs_texcoord0;
  56. }
  57. };
  58. };
  59. };