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1 | struct VS_OUT
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2 | {
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3 | float4 hPosition : POSITION;
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4 | float3 texCoord : TEXCOORD0;
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5 | };
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6 |
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7 | VS_OUT UV_VS(float4 position : POSITION,
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8 | float3 texCoord: TEXCOORD0,
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9 | float3 texCoord1: TEXCOORD1,
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10 | uniform float4x4 worldViewProj)
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11 | {
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12 | VS_OUT OUT;
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13 | OUT.hPosition = mul(worldViewProj, position);
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14 | OUT.texCoord = texCoord1;
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15 | return OUT;
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16 | }
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17 |
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18 |
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19 | float4 UV_PS(VS_OUT IN,
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20 | uniform float4 ID):COLOR
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21 | {
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22 | return float4(IN.texCoord.xyz, ID.x);
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23 | //return float4(ID.x,0,0,1);
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24 | } |
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