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43 lines
890 B
HLSL
43 lines
890 B
HLSL
#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_1
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#endif
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float4x4 World;
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float4x4 View;
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float4x4 Projection;
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sampler sampler0 : register(s0) { };
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float scale;
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float scaleX;
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float scaleY;
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float4 color0 = float4(1, 0, 0, 1);
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float4 color1 = float4(1, 1, 1, 1);
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float2 offset;
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float4 PixelShaderFunction(float4 pos : SV_Position, float4 color : COLOR0, float2 coords : TEXCOORD0) : COLOR0
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{
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float4 texColor = tex2D(sampler0, coords);
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float4 insideColor = color0;
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if (((int)(((pos.x / scaleX + offset.x / scale)) / 4) +
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(int)(((pos.y / scaleY + offset.y / scale)) / 4)) % 2 == 0)
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insideColor = color1;
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return insideColor * texColor;
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
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}
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} |