SyntaxGameServer/Player2014/shaders/source/msaa.hlsl

41 lines
605 B
HLSL

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