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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d_helpers.h"
std::string D3DFullscreenQuadVertex = R"EOSHADER(
float4 main(uint vid : SV_VertexID) : SV_POSITION
{
float2 positions[] = {
float2(-1.0f, 1.0f),
float2( 1.0f, 1.0f),
float2(-1.0f, -1.0f),
float2( 1.0f, -1.0f),
};
return float4(positions[vid], 0, 1);
}
)EOSHADER";
std::string D3DDefaultVertex = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
v2f main(vertin IN, uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
OUT.uv = IN.uv;
return OUT;
}
)EOSHADER";
std::string D3DDefaultPixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
float4 main(v2f IN) : SV_Target0
{
return IN.col;
}
)EOSHADER";
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