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- Parameters =
- {
- mat4x4 matWorldViewProj;
- float4 selColor;
- };
- Technique =
- {
- Language = "HLSL11";
-
- Pass =
- {
- Fill = WIRE;
- DepthBias = 0.00001f;
-
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- };
- Vertex =
- {
- float4x4 matWorldViewProj;
- void main(
- in float3 inPos : POSITION,
- out float4 oPosition : SV_Position)
- {
- oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
- }
- };
-
- Fragment =
- {
- float4 selColor;
- float4 main(in float4 inPos : SV_Position) : SV_Target
- {
- return selColor;
- }
- };
- };
- };
- Technique =
- {
- Language = "HLSL9";
-
- Pass =
- {
- Fill = WIRE;
- DepthBias = 0.00001f;
-
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- };
- Vertex =
- {
- float4x4 matWorldViewProj;
- void main(
- in float3 inPos : POSITION,
- out float4 oPosition : POSITION)
- {
- oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
- }
- };
-
- Fragment =
- {
- float4 selColor;
- float4 main() : COLOR0
- {
- return selColor;
- }
- };
- };
- };
- Technique =
- {
- Language = "GLSL";
-
- Pass =
- {
- Fill = WIRE;
- DepthBias = 0.00001f;
-
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- };
- Vertex =
- {
- uniform mat4 matWorldViewProj;
- in vec3 bs_position;
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
- }
- };
-
- Fragment =
- {
- uniform vec4 selColor;
- out vec4 fragColor;
- void main()
- {
- fragColor = selColor;
- }
- };
- };
- };
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