removed old shader files included sscg in pre-build events of RenderSystem DX10 and GL3 to generate shader files before compiling
88 lines
3.9 KiB
HLSL
88 lines
3.9 KiB
HLSL
//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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uniform extern float4x4 MatrixTransform;
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Texture2D<float4> Texture : register(t0);
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sampler TextureSampler : register(s0);
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struct VertexShaderInput
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{
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float4 pos : POSITION;
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float4 col : COLOR;
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float2 tex : TEXCOORD0;
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};
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR;
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float2 tex : TEXCOORD0;
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};
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PixelShaderInput SpriteVertexShader( VertexShaderInput input )
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{
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PixelShaderInput output = (PixelShaderInput)0;
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output.pos = mul(input.pos, MatrixTransform);
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output.col = input.col;
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output.tex = input.tex;
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return output;
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}
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float4 SpritePixelShader( PixelShaderInput input ) : SV_Target
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{
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return Texture.Sample(TextureSampler, input.tex) * input.col;
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}
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technique10 SpriteTechnique
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{
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pass SpriteColorPass
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{
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SetGeometryShader( 0 );
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SetVertexShader( CompileShader( vs_4_0, SpriteVertexShader() ) );
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SetPixelShader( CompileShader( ps_4_0, SpritePixelShader() ) );
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}
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}
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