RetroArch/gfx/drivers/d3d_shaders/opaque_sm5.hlsl.h

33 lines
732 B
C

#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{
float4x4 modelViewProj;
float2 Outputsize;
float time;
};
uniform UBO global;
struct PSInput
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0, float4 color : COLOR)
{
PSInput result;
result.position = mul(global.modelViewProj, position);
result.texcoord = texcoord;
result.color = color;
return result;
}
uniform sampler s0;
uniform Texture2D <float4> t0;
float4 PSMain(PSInput input) : SV_TARGET
{
return input.color * t0.Sample(s0, input.texcoord);
};
)