Composite.bsl 794 B

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  1. shader Composite
  2. {
  3. depth
  4. {
  5. read = false;
  6. write = false;
  7. };
  8. blend
  9. {
  10. target
  11. {
  12. enabled = true;
  13. color = { one, one, add };
  14. };
  15. };
  16. code
  17. {
  18. [internal]
  19. cbuffer Input
  20. {
  21. [color]
  22. float4 gTint;
  23. }
  24. struct VStoFS
  25. {
  26. noperspective float4 position : SV_POSITION;
  27. noperspective float2 uv0 : TEXCOORD0;
  28. };
  29. struct VertexInput
  30. {
  31. float2 screenPos : POSITION;
  32. float2 uv0 : TEXCOORD0;
  33. };
  34. VStoFS vsmain(VertexInput input)
  35. {
  36. VStoFS output;
  37. output.position = float4(input.screenPos, 0, 1);
  38. output.uv0 = input.uv0;
  39. return output;
  40. }
  41. Texture2D<float4> gSource;
  42. [alias(gSource)]
  43. SamplerState gSampler;
  44. float4 fsmain(VStoFS input) : SV_Target0
  45. {
  46. return gSource.Sample(gSampler, input.uv0) * gTint;
  47. }
  48. };
  49. };