41 lines
605 B
HLSL
41 lines
605 B
HLSL
#include "common.h"
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struct Appdata
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{
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float4 p : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertexOutput
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{
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float4 p : POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 convertPosition(float4 p, float scale)
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{
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return p;
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}
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float2 convertUv(float4 p)
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{
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return p.xy * 0.5 + 0.5;
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}
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VertexOutput msaaComposit_vs(Appdata IN)
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{
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float2 uv = convertUv(IN.p);
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VertexOutput OUT;
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OUT.p = convertPosition(IN.p, 1);
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OUT.uv = uv;
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return OUT;
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}
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float4 msaaComposit_ps(float2 uv : TEXCOORD0, uniform sampler2D colorMap: register(s0)): COLOR0
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{
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return tex2D(colorMap, uv);
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}
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