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

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/shaders/Passthrough11.hlsl	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,29 @@
     1.4 +Texture2D Texture : register(t0);
     1.5 +SamplerState Sampler : register(s0);
     1.6 +
     1.7 +void VS_Passthrough( in float2  inPosition :    POSITION,  in float2  inTexCoord : TEXCOORD0,
     1.8 +                    out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
     1.9 +{
    1.10 +    outPosition = float4(inPosition, 0.0f, 1.0f);
    1.11 +    outTexCoord = inTexCoord;
    1.12 +}
    1.13 +
    1.14 +float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
    1.15 +{
    1.16 +    return Texture.Sample(Sampler, inTexCoord).rgba;
    1.17 +}
    1.18 +
    1.19 +float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
    1.20 +{
    1.21 +    return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f);
    1.22 +}
    1.23 +
    1.24 +float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
    1.25 +{
    1.26 +    return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f);
    1.27 +}
    1.28 +
    1.29 +float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
    1.30 +{
    1.31 +    return Texture.Sample(Sampler, inTexCoord).rrra;
    1.32 +}

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