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- shader Composite
- {
- depth
- {
- read = false;
- write = false;
- };
-
- blend
- {
- target
- {
- enabled = true;
- color = { one, one, add };
- };
- };
- code
- {
- [internal]
- cbuffer Input
- {
- [color]
- float4 gTint;
- }
- struct VStoFS
- {
- noperspective float4 position : SV_POSITION;
- noperspective float2 uv0 : TEXCOORD0;
- };
- struct VertexInput
- {
- float2 screenPos : POSITION;
- float2 uv0 : TEXCOORD0;
- };
-
- VStoFS vsmain(VertexInput input)
- {
- VStoFS output;
-
- output.position = float4(input.screenPos, 0, 1);
- output.uv0 = input.uv0;
- return output;
- }
- Texture2D<float4> gSource;
-
- [alias(gSource)]
- SamplerState gSampler;
-
- float4 fsmain(VStoFS input) : SV_Target0
- {
- return gSource.Sample(gSampler, input.uv0) * gTint;
- }
- };
- };
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