gfx/angle/src/libGLESv2/renderer/shaders/Passthrough11.hlsl

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

michael@0 1 Texture2D Texture : register(t0);
michael@0 2 SamplerState Sampler : register(s0);
michael@0 3
michael@0 4 void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
michael@0 5 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
michael@0 6 {
michael@0 7 outPosition = float4(inPosition, 0.0f, 1.0f);
michael@0 8 outTexCoord = inTexCoord;
michael@0 9 }
michael@0 10
michael@0 11 float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
michael@0 12 {
michael@0 13 return Texture.Sample(Sampler, inTexCoord).rgba;
michael@0 14 }
michael@0 15
michael@0 16 float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
michael@0 17 {
michael@0 18 return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f);
michael@0 19 }
michael@0 20
michael@0 21 float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
michael@0 22 {
michael@0 23 return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f);
michael@0 24 }
michael@0 25
michael@0 26 float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
michael@0 27 {
michael@0 28 return Texture.Sample(Sampler, inTexCoord).rrra;
michael@0 29 }

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