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- Parameters =
- {
- mat4x4 worldTransform;
- float invViewportWidth;
- float invViewportHeight;
-
- Sampler2D mainTexSamp : alias("mainTexture");
- Texture2D mainTexture;
-
- color tint;
- };
- Technique =
- {
- Language = "HLSL11";
-
- Pass =
- {
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- WriteMask = RGB;
- };
-
- DepthRead = false;
- DepthWrite = false;
-
- Vertex =
- {
- float invViewportWidth;
- float invViewportHeight;
- float4x4 worldTransform;
- void main(
- in float3 inPos : POSITION,
- in float2 uv : TEXCOORD0,
- out float4 oPosition : SV_Position,
- out float2 oUv : TEXCOORD0)
- {
- float4 tfrmdPos = mul(worldTransform, float4(inPos.xy, 0, 1));
- float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth);
- float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight);
- oPosition = float4(tfrmdX, tfrmdY, 0, 1);
- oUv = uv;
- }
- };
-
- Fragment =
- {
- SamplerState mainTexSamp : register(s0);
- Texture2D mainTexture : register(t0);
- float4 tint;
- float4 main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
- {
- float4 color = float4(tint.rgb, mainTexture.Sample(mainTexSamp, uv).r * tint.a);
- return color;
- }
- };
- };
- };
- Technique =
- {
- Language = "HLSL9";
-
- Pass =
- {
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- WriteMask = RGB;
- };
-
- DepthRead = false;
- DepthWrite = false;
-
- Vertex =
- {
- float invViewportWidth;
- float invViewportHeight;
- float4x4 worldTransform;
- void main(
- in float3 inPos : POSITION,
- in float2 uv : TEXCOORD0,
- out float4 oPosition : POSITION,
- out float2 oUv : TEXCOORD0)
- {
- float4 tfrmdPos = mul(worldTransform, float4(inPos.xy, 0, 1));
- float tfrmdX = -1.0f + ((tfrmdPos.x - 0.5f) * invViewportWidth);
- float tfrmdY = 1.0f - ((tfrmdPos.y - 0.5f) * invViewportHeight);
- oPosition = float4(tfrmdX, tfrmdY, 0, 1);
- oUv = uv;
- }
- };
-
- Fragment =
- {
- sampler2D mainTexture;
- float4 tint;
- float4 main(float2 uv : TEXCOORD0) : COLOR0
- {
- float4 color = float4(tint.rgb, tex2D(mainTexture, uv).r * tint.a);
- return color;
- }
- };
- };
- };
- Technique =
- {
- Language = "GLSL";
-
- Pass =
- {
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- WriteMask = RGB;
- };
-
- DepthRead = false;
- DepthWrite = false;
-
- Vertex =
- {
- uniform float invViewportWidth;
- uniform float invViewportHeight;
- uniform mat4 worldTransform;
- in vec3 bs_position;
- in vec2 bs_texcoord0;
- out vec2 texcoord0;
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- vec4 tfrmdPos = worldTransform * vec4(bs_position.xy, 0, 1);
- float tfrmdX = -1.0f + (tfrmdPos.x * invViewportWidth);
- float tfrmdY = 1.0f - (tfrmdPos.y * invViewportHeight);
- gl_Position = vec4(tfrmdX, tfrmdY, 0, 1);
- texcoord0 = bs_texcoord0;
- }
- };
-
- Fragment =
- {
- uniform sampler2D mainTexture;
- uniform vec4 tint;
- in vec2 texcoord0;
- out vec4 fragColor;
- void main()
- {
- vec4 color = vec4(tint.rgb, texture2D(mainTexture, texcoord0.st).r * tint.a);
- fragColor = color;
- }
- };
- };
- };
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