HLSL: Accept basic funtion definitions. (Not yet mapping input/output for entry point.)
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@@ -1,11 +1,7 @@
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float4x4 World;
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float4x4 View;
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float4x4 Projection;
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float4 AmbientColor = float4(1, 0.5, 0, 1);
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float AmbientIntensity = 0.1;
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//float AmbientIntensity = 0.1;
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//float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
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//{
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// return AmbientColor * AmbientIntensity;
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//}
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float4 PixelShaderFunction(float4 input) : COLOR0
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{
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return input /* * AmbientIntensity */ + AmbientColor;
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}
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