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(D3D11) forgot to update the included shader.
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8354ffd452
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@ -333,7 +333,7 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_sprite_t, params),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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#if 0
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#if 1
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d3d_compile(sprite, sizeof(sprite), "VSMain", "vs_5_0", &vs_code);
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d3d_compile(sprite, sizeof(sprite), "PSMain", "ps_5_0", &ps_code);
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d3d_compile(sprite, sizeof(sprite), "PSMainA8", "ps_5_0", &ps_A8_code);
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@ -10,6 +10,7 @@ SRC(
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float4 color1 : COLOR1;
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float4 color2 : COLOR2;
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float4 color3 : COLOR3;
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float2 params : PARAMS;
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};
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struct GSInput
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{
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@ -31,6 +32,8 @@ SRC(
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{
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GSInput output;
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output.position = input.position * 2.0;
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output.position.xy += output.position.zw * (1.0 - input.params.x) * 0.5f;
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output.position.zw *= input.params.x;
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output.position.w *= -1.0;
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output.position.x = output.position.x - 1.0;
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output.position.y = 1.0 - output.position.y;
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@ -74,10 +77,15 @@ SRC(
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float4 PSMain(PSInput input) : SV_TARGET
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{
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return input.color * t0.Sample(s0, input.texcoord);
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// return float4(1.0f, 1.0f, 1.0f, 1.0f);
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// return input.color;
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};
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float4 PSMainA8(PSInput input) : SV_TARGET
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{
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// return t0.Sample(s0, input.texcoord).a;
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return input.color * t0.Sample(s0, input.texcoord).a;
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// return input.color;
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};
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)
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