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

Wed, 31 Dec 2014 07:16:47 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 07:16:47 +0100
branch
TOR_BUG_9701
changeset 3
141e0f1194b1
permissions
-rw-r--r--

Revert simplistic fix pending revisit of Mozilla integration attempt.

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

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