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SpriteImage.bsl 522 B

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  1. #define UV 1
  2. #include "$ENGINE$\SpriteCommon.bslinc"
  3. shader SpriteImage
  4. {
  5. mixin SpriteCommon;
  6. variations
  7. {
  8. TRANSPARENCY = {
  9. 0, // None
  10. 1, // Normal
  11. 2, // Premultiplied
  12. };
  13. ANIMATED = { false, true };
  14. ALPHA = { false, true };
  15. };
  16. code
  17. {
  18. [alias(gMainTexture)]
  19. SamplerState gMainTexSamp;
  20. Texture2D gMainTexture;
  21. float4 fsmain(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
  22. {
  23. float4 color = gMainTexture.Sample(gMainTexSamp, uv);
  24. return color * gTint;
  25. }
  26. };
  27. };