forked from aya/aya
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46
client/common/shaders/source/profiler.hlsl
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46
client/common/shaders/source/profiler.hlsl
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#include "common.h"
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struct Appdata
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{
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float4 Position : POSITION;
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float2 Uv : TEXCOORD0;
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float4 Color : COLOR0;
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};
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struct VertexOutput
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{
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float4 HPosition : POSITION;
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float2 Uv : TEXCOORD0;
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float4 Color : COLOR0;
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};
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VertexOutput ProfilerVS(Appdata IN)
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{
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VertexOutput OUT = (VertexOutput)0;
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OUT.HPosition = mul(G(ViewProjection), IN.Position);
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OUT.HPosition.y = -OUT.HPosition.y;
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OUT.Uv = IN.Uv;
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OUT.Color = IN.Color;
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return OUT;
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}
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TEX_DECLARE2D(DiffuseMap, 0);
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float4 ProfilerPS(VertexOutput IN): COLOR0
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{
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float4 c0 = tex2D(DiffuseMap, IN.Uv);
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float4 c1 = tex2D(DiffuseMap, IN.Uv + float2(0, 1.f / 9.f));
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return c0.a < 0.5 ? float4(0, 0, 0, c1.a) : c0 * IN.Color;
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}
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float4 ImGuiPS(VertexOutput IN): COLOR0
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{
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float4 texColor = tex2D(DiffuseMap, IN.Uv);
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float4 finalColor = texColor * IN.Color;
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return finalColor;
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}
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