62 lines
1.9 KiB
HLSL
62 lines
1.9 KiB
HLSL
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// -----------------------------------------------------------------------------
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// Original code from SlimDX project.
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// Greetings to SlimDX Group. Original code published with the following license:
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// -----------------------------------------------------------------------------
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/*
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* Copyright (c) 2007-2011 SlimDX Group
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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struct VS_IN
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{
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float4 pos : POSITION;
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float4 col : COLOR;
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};
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struct PS_IN
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR;
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};
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PS_IN VS( VS_IN input )
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{
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PS_IN output = (PS_IN)0;
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output.pos = input.pos;
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output.col = input.col;
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return output;
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}
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float4 PS( PS_IN input ) : SV_Target
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{
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return input.col;
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}
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technique10 Render
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{
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pass P0
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{
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SetGeometryShader( 0 );
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SetVertexShader( CompileShader( vs_4_0, VS() ) );
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SetPixelShader( CompileShader( ps_4_0, PS() ) );
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}
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}
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