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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| 
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| SamplerState samLinearA : register( s0 );
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| SamplerState samLinearB : register( s1 );
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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