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Created November 27, 2011 10:26
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D3DVERTEXELEMENT9 vertDeclElems[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
D3DDECL_END()
};
// Shader
sampler2D mainTex < string texture = ":thisframe"; >;
struct VertexStruct
{
float4 pos : POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD0;
float4 data : TEXCOORD1;
};
struct ProcessedVertex
{
float4 pos : POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD0;
};
void partialInvert(in float4 icolor : COLOR0, in float2 uv : TEXCOORD0, out float4 color : COLOR0)
{
color = tex2D(mainTex, uv);
color.a = 1.0f;
}
void copyVert(in VertexStruct vert, out ProcessedVertex overt)
{
overt.pos = vert.pos / 500;
overt.color = float4(1.0, vert.color.gb, 1.0);
overt.uv = vert.uv;
}
technique main
{
pass basicColor
{
VertexProgram = compile latest copyVert();
FragmentProgram = compile latest partialInvert();
}
}
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