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