RetroArch/gfx/drivers/d3d_shaders/opaque.hlsl.d3d9.h

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#include "shaders_common.h"
static const char *stock_hlsl_program = CG(
void main_vertex
(
float3 position : POSITION,
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float4 color : COLOR,
float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
out float4 oPosition : POSITION,
out float4 oColor : COLOR,
out float2 otexCoord : TEXCOORD
)
{
oPosition = mul(modelViewProj, float4(position, 1.0f));
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oColor = color;
otexCoord = texCoord;
}
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struct output
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{
float4 color: COLOR;
};
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
float frame_direction;
float frame_rotation;
};
output main_fragment(float4 color : COLOR, float2 texCoord : TEXCOORD0,
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uniform sampler2D decal : TEXUNIT0, uniform input IN)
{
output OUT;
OUT.color = color * tex2D(decal, texCoord);
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return OUT;
}
);