Clients/Client2014/shaders/source/shadowquad.hlsl

29 lines
405 B
HLSL

#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
};
struct VertexOutput
{
float4 HPosition : POSITION;
};
uniform float4 Color;
VertexOutput QuadVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
OUT.HPosition = IN.Position;
OUT.HPosition.z = 0.5; // force set depth to avoid depth clipping
return OUT;
}
float4 QuadPS(): COLOR0
{
return Color;
}