92 lines
3.9 KiB
HLSL
92 lines
3.9 KiB
HLSL
//
|
|
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
|
|
//
|
|
// This file is released under the Ms-PL license.
|
|
//
|
|
//
|
|
//
|
|
// Microsoft Public License (Ms-PL)
|
|
//
|
|
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
|
// If you do not accept the license, do not use the software.
|
|
//
|
|
// 1.Definitions
|
|
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
|
|
// here as under U.S. copyright law.
|
|
// A "contribution" is the original software, or any additions or changes to the software.
|
|
// A "contributor" is any person that distributes its contribution under this license.
|
|
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
|
//
|
|
// 2.Grant of Rights
|
|
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
|
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
|
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
|
// or any derivative works that you create.
|
|
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
|
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
|
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
|
// in the software or derivative works of the contribution in the software.
|
|
//
|
|
// 3.Conditions and Limitations
|
|
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
|
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
|
// patent license from such contributor to the software ends automatically.
|
|
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
|
// notices that are present in the software.
|
|
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
|
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
|
// object code form, you may only do so under a license that complies with this license.
|
|
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
|
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
|
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
|
// particular purpose and non-infringement.
|
|
|
|
struct VertexShaderInput
|
|
{
|
|
float4 Position : POSITION0;
|
|
float4 Color : Color0;
|
|
};
|
|
|
|
struct VertexShaderOutput
|
|
{
|
|
float4 Position : POSITION0;
|
|
};
|
|
|
|
struct PixelShaderOutput
|
|
{
|
|
float4 Color0 : COLOR0;
|
|
float4 Color1 : COLOR1;
|
|
float4 Color2 : COLOR2;
|
|
float4 Color3 : COLOR3;
|
|
};
|
|
|
|
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
|
|
{
|
|
VertexShaderOutput output;
|
|
output.Position = input.Position;
|
|
return output;
|
|
}
|
|
|
|
PixelShaderOutput PixelShaderFunction(VertexShaderOutput input)
|
|
{
|
|
PixelShaderOutput output;
|
|
|
|
output.Color0 = float4(1, 0, 0, 1);
|
|
output.Color1 = float4(0, 1, 0, 1);
|
|
output.Color2 = float4(0, 0, 1, 1);
|
|
output.Color3 = float4(0.5, 0, 0.5, 1);
|
|
|
|
return output;
|
|
}
|
|
|
|
technique Technique1
|
|
{
|
|
pass Pass1
|
|
{
|
|
// TODO: Stellen Sie Renderstates hier ein.
|
|
|
|
VertexShader = compile vs_2_0 VertexShaderFunction();
|
|
PixelShader = compile ps_2_0 PixelShaderFunction();
|
|
}
|
|
}
|