2011-11-30 21:42:41 +00:00
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//#version 420 // Keep it for editor detection
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2011-11-21 22:36:03 +00:00
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2012-01-02 20:08:11 +00:00
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struct vertex_basic
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{
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vec4 p;
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vec2 t;
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};
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2013-07-11 17:08:42 +00:00
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in SHADER
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{
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vec4 p;
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vec2 t;
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} PSin;
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2013-05-26 13:05:03 +00:00
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#define PSin_p (PSin.p)
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#define PSin_t (PSin.t)
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2013-07-11 17:08:42 +00:00
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2013-05-27 16:53:38 +00:00
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#ifdef FRAGMENT_SHADER
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2011-11-21 22:36:03 +00:00
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2011-12-07 22:05:46 +00:00
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layout(location = 0) out vec4 SV_Target0;
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2011-11-30 21:42:41 +00:00
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2013-04-19 19:16:26 +00:00
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layout(std140, binding = 10) uniform cb10
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2011-11-21 22:36:03 +00:00
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{
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2011-11-30 21:42:41 +00:00
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vec4 BGColor;
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2011-11-21 22:36:03 +00:00
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};
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2011-11-30 21:42:41 +00:00
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layout(binding = 0) uniform sampler2D TextureSampler;
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void ps_main0()
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2011-11-21 22:36:03 +00:00
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{
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2013-05-26 13:05:03 +00:00
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vec4 c = texture(TextureSampler, PSin_t);
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2015-08-22 15:33:01 +00:00
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// Note: clamping will be done by fixed unit
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c.a *= 2.0f;
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2011-11-30 21:42:41 +00:00
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SV_Target0 = c;
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2011-11-21 22:36:03 +00:00
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}
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2011-11-30 21:42:41 +00:00
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void ps_main1()
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2011-11-21 22:36:03 +00:00
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{
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2013-05-26 13:05:03 +00:00
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vec4 c = texture(TextureSampler, PSin_t);
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2015-04-13 16:34:43 +00:00
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c.a = BGColor.a;
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2011-11-30 21:42:41 +00:00
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SV_Target0 = c;
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2011-11-21 22:36:03 +00:00
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}
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#endif
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