GpuParticleCurveInject.bsl 663 B

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  1. shader GpuParticleCurveInject
  2. {
  3. depth
  4. {
  5. write = false;
  6. read = false;
  7. };
  8. code
  9. {
  10. struct VertexInput
  11. {
  12. float4 color : TEXCOORD0;
  13. float2 dataUV : TEXCOORD1;
  14. float2 uv0 : TEXCOORD2;
  15. };
  16. struct VStoFS
  17. {
  18. float4 position : SV_POSITION;
  19. float4 color : TEXCOORD0;
  20. };
  21. cbuffer Input
  22. {
  23. float4 gUVToNDC;
  24. };
  25. VStoFS vsmain(VertexInput input)
  26. {
  27. float2 uv = input.uv0 + input.dataUV;
  28. VStoFS output;
  29. output.position = float4(uv * gUVToNDC.xy + gUVToNDC.zw, 0.0f, 1.0f);
  30. output.color = input.color;
  31. return output;
  32. }
  33. float4 fsmain(VStoFS input) : SV_Target0
  34. {
  35. return input.color;
  36. }
  37. };
  38. };