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[896] | 1 | texture texToShow;
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| 2 | sampler texSampler = sampler_state
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| 3 | {
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| 4 | Texture = <texToShow>;
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| 5 | MinFilter = Linear;
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| 6 | MagFilter = Linear;
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| 7 | MipFilter = None;
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| 8 | AddressU = Clamp;
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| 9 | AddressV = Clamp;
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| 10 | };
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| 11 |
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| 12 | struct vsInputShowTex
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| 13 | {
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| 14 | float4 pos : POSITION;
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| 15 | float2 tex : TEXCOORD0;
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| 16 | };
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| 17 |
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| 18 | struct vsOutputShowTex
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| 19 | {
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| 20 | float4 pos : POSITION;
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| 21 | float2 tex : TEXCOORD0;
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| 22 | };
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| 23 |
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| 24 | vsOutputShowTex
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| 25 | vsShowTex(vsInputShowTex input)
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| 26 | {
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| 27 | vsOutputShowTex output = (vsOutputShowTex)0;
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| 28 | output.pos = input.pos;
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| 29 | output.tex = input.tex;
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| 30 |
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| 31 | return output;
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| 32 | }
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| 33 |
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| 34 | float4
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| 35 | psShowTex(vsOutputShowTex input) : COLOR0
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| 36 | {
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| 37 | float3 val = tex2D(texSampler, float2(input.tex.x /* / 32.0 */, input.tex.y)).rgb;
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| 38 | return float4(val * 0.1, 1);
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| 39 | }
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| 40 |
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| 41 | technique ShowTex{
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| 42 | pass P0
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| 43 | {
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| 44 | VertexShader = compile vs_2_0 vsShowTex();
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| 45 | PixelShader = compile ps_2_0 psShowTex();
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| 46 | }
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| 47 | }
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| 48 |
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