RetroArch/gfx/drivers/d3d_shaders/opaque.hlsl.d3d9.h
2016-04-17 00:16:32 +02:00

42 lines
1.1 KiB
C

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