EmptyShaderText.txt 1.3 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495
  1. Parameters =
  2. {
  3. mat4x4 matWorldViewProj : auto("WVP");
  4. Sampler2D samp : alias("tex");
  5. Texture2D tex;
  6. };
  7. Blocks =
  8. {
  9. Block PerObject : auto("PerObject");
  10. };
  11. Technique =
  12. {
  13. Language = "HLSL11";
  14. Pass =
  15. {
  16. Vertex =
  17. {
  18. cbuffer PerObject
  19. {
  20. float4x4 matWorldViewProj;
  21. }
  22. void main(
  23. in float4 inPos : POSITION,
  24. in float2 uv : TEXCOORD0,
  25. out float4 oPosition : SV_Position,
  26. out float2 oUv : TEXCOORD0)
  27. {
  28. oPosition = mul(matWorldViewProj, inPos);
  29. oUv = uv;
  30. }
  31. };
  32. Fragment =
  33. {
  34. SamplerState samp : register(s0);
  35. Texture2D tex : register(t0);
  36. float4 main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
  37. {
  38. return tex.Sample(samp, uv);
  39. }
  40. };
  41. };
  42. };
  43. Technique =
  44. {
  45. Language = "GLSL";
  46. Pass =
  47. {
  48. Vertex =
  49. {
  50. uniform PerObject
  51. {
  52. mat4 matWorldViewProj;
  53. };
  54. in vec4 bs_position;
  55. in vec2 bs_texcoord0;
  56. out vec2 texcoord0;
  57. out gl_PerVertex
  58. {
  59. vec4 gl_Position;
  60. };
  61. void main()
  62. {
  63. texcoord0 = bs_texcoord0;
  64. gl_Position = matWorldViewProj * bs_position;
  65. }
  66. };
  67. Fragment =
  68. {
  69. uniform sampler2D tex;
  70. in vec2 texcoord0;
  71. out vec4 fragColor;
  72. void main()
  73. {
  74. fragColor = texture2D(tex, texcoord0.st);
  75. }
  76. };
  77. };
  78. };