46 lines
		
	
	
		
			903 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
		
			903 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
Texture2D txDiffuseA : register( t0 );
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Texture2D txDiffuseB : register( t1 );
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SamplerState samLinearA : register( s0 );
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SamplerState samLinearB : register( s1 );
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cbuffer cbNeverChanges : register( b0 )
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{
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    matrix View;
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};
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cbuffer cbChangeOnResize : register( b1 )
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{
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    matrix Projection;
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};
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cbuffer cbChangesEveryFrame : register( b2 )
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{
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    matrix World;
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    float4 vMeshColor;
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};
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struct VS_INPUT
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{
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    float4 Pos : POSITION;
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    float2 Tex : TEXCOORD0;
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};
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struct PS_INPUT
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{
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    float4 Pos : SV_POSITION;
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    float2 Tex : TEXCOORD0;
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};
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float4 main( PS_INPUT input) : SV_Target
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{
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    PS_INPUT output = (PS_INPUT)0;
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    output.Pos = mul( input.Pos, World );
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    output.Pos = mul( output.Pos, View );
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    output.Pos = mul( output.Pos, Projection );
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    output.Tex = input.Tex;
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    return txDiffuseA.Sample( samLinearA, output.Tex ) * vMeshColor;
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}
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