29 lines
593 B
HLSL
29 lines
593 B
HLSL
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struct Output
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD;
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};
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Output vsMain(uint id: SV_VertexID)
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{
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Output output;
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output.texcoord = float2((id << 1) & 2, id & 2);
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output.position = float4(output.texcoord * float2(2, -2) + float2(-1, 1), 0, 1);
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return output;
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}
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Texture2D colorTexture : register(t0);
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SamplerState samLinear : register(s0);
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float4 psMain(Output input) : SV_TARGET
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{
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float2 texCoord = input.texcoord;
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//texCoord.x = sin(texCoord.x/10.0f)*0.5+0.5;
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return float4(colorTexture.Sample(samLinear, texCoord).rgb, 0.5);
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}
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