mumble/overlay/overlay.fx
2010-01-24 17:17:35 +01:00

43 lines
724 B
HLSL

Texture2D txDiffuse;
SamplerState samLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = input.Pos;
output.Tex = input.Tex;
return output;
}
float4 PS( PS_INPUT input ) : SV_Target
{
return txDiffuse.Sample(samLinear, input.Tex).bgra;
}
technique10 Render
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}