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- Separable = false;
- Parameters =
- {
- float test1 = 1.0f;
- float2 test2 = { 1.0f, 1.0f };
- float3 test3 = { 1.0f, 1.0f, 1.0f };
- float4 test4 = { 1.0f, 1.0f, 1.0f, 1.0f };
- mat2x2 test5 =
- { 1.0f, 0.0f,
- 0.0f, 1.0f };
- mat2x3 test6 =
- { 1.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f };
- mat2x4 test7 =
- { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f };
- mat3x2 test8 =
- { 1.0f, 0.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f };
- mat3x3 test9 =
- { 1.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 1.0f };
- mat3x4 test10 =
- { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f };
- mat4x2 test11 =
- { 1.0f, 0.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 0.0f, 0.0f };
- mat4x3 test12 =
- { 1.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 1.0f,
- 0.0f, 0.0f, 0.0f };
- mat4x4 test13 =
- { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f };
- Texture2D tex0;
- Sampler2D samp0 : alias("tex0") =
- {
- AddressMode =
- {
- U = WRAP;
- V = WRAP;
- W = WRAP;
- };
-
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- MaxAniso = 0;
- MipmapBias = 0.0f;
- MipMin = 0.0f;
- MipMax = 0.0f;
- BorderColor = { 1.0f, 1.0f, 1.0f, 1.0f };
- CompareFunc = PASS;
- };
- Texture1D tex1;
- Sampler1D samp1;
- Texture3D tex2;
- Sampler3D samp2;
- TextureCUBE tex3;
- SamplerCUBE samp3;
- Texture2DMS tex4;
- Sampler2DMS samp4;
- ByteBuffer buffer1;
- StructBuffer buffer2;
- RWByteBuffer buffer3;
- RWStructBuffer buffer4;
- AppendBuffer buffer5;
- ConsumeBuffer buffer6;
- RWTypedBuffer buffer7;
- };
- Blocks =
- {
- Block global : auto("GLOBAL") : shared(false) : usage(STATIC);
- Block perFrame : auto("PERFRAME") : shared(false) : usage(DYNAMIC);
- };
- Technique =
- {
- Renderer = "Any";
- Language = "HLSL11";
- Tags = { "Animated", "OtherTag" };
- Pass =
- {
- Fill = SOLID;
- Cull = CCW;
- DepthBias = 0.0f;
- ScaledDepthBias = 0.0f;
- DepthClip = true;
- Scissor = false;
- Multisample = false;
- AALine = false;
-
- DepthRead = true;
- DepthWrite = true;
- CompareFunc = GTE;
- Stencil = false;
- StencilReadMask = 0xff;
- StencilWriteMask = 0xff;
- StencilOpFront =
- {
- Fail = KEEP;
- ZFail = KEEP;
- Pass = KEEP;
- CompareFunc = FAIL;
- };
- StencilOpBack =
- {
- Fail = KEEP;
- ZFail = KEEP;
- Pass = KEEP;
- CompareFunc = FAIL;
- };
-
- AlphaToCoverage = false;
- IndependantBlend = false;
- Target =
- {
- Index = 0;
- Blend = false;
- Color =
- {
- Source = ONE;
- Dest = ONE;
- Op = ADD;
- };
- Alpha =
- {
- Source = ONE;
- Dest = ONE;
- Op = ADD;
- };
- WriteMask = RGBA;
- };
-
- 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 = mainTexture.Sample(mainTexSamp, uv);
- return color * tint;
- }
- };
- };
- };
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