48 lines
977 B
HLSL
48 lines
977 B
HLSL
// Copyright 2009-2023 The Mumble Developers. All rights reserved.
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// Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file at the root of the
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// Mumble source tree or at <https://www.mumble.info/LICENSE>.
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Texture2D txDiffuse;
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SamplerState samLinear
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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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 : TEXCOORD;
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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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PS_INPUT VS( VS_INPUT input )
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{
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PS_INPUT output = (PS_INPUT)0;
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output.Pos = input.Pos;
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output.Tex = input.Tex;
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return output;
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}
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float4 PS( PS_INPUT input ) : SV_Target
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{
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return txDiffuse.Sample(samLinear, input.Tex).bgra;
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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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SetVertexShader( CompileShader( vs_4_0, VS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0, PS() ) );
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}
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}
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