78 lines
1.3 KiB
Plaintext
78 lines
1.3 KiB
Plaintext
optimization speed;
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passes {
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forward {
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vertex {
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vk BEGIN
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#include "common.hlsl"
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struct VSInput
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{
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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};
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VSOutput VsMain(VSInput input, uint vertexIndex : SV_VertexID) {
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VSOutput output = (VSOutput)0;
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return output;
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}
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END
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dx11 BEGIN
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#include "common.hlsl"
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struct VSInput
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{
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float3 Position : POSITION0;
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float3 Normal : NORMAL0;
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float3 Tangent : TANGENT0;
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float2 TexCoord : TEXCOORD0;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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};
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VSOutput VsMain(VSInput input, uint vertexIndex : SV_VertexID) {
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VSOutput output;
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output.Pos = float4(input.Position, 0.1);
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return output;
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}
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END
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}
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fragment {
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vk BEGIN
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struct PSOutput {
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float4 Color : SV_TARGET0;
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};
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PSOutput PsMain(void) {
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PSOutput output = (PSOutput)0;
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output.Color[0] = 0;
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output.Color[1] = 0;
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output.Color[2] = 0;
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output.Color[3] = 0;
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return output;
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}
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END
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dx11 BEGIN
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struct PSOutput {
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float4 Color : SV_TARGET0;
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};
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PSOutput PsMain(void) {
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PSOutput output;
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output.Color = float4(1, 1, 1, 1);
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return output;
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}
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END
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}
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}
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}
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