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 +}