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Original file line number | Diff line number | Diff line change |
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@@ -1,25 +1,25 @@ | ||
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void PostProcessVS(in uint ID : SV_VERTEXID, out float4 Position : SV_POSITION, out float2 TexCoord : TEXCOORD0) | ||
void Basic_VS(in uint ID : SV_VERTEXID, out float4 Position : SV_POSITION, out float2 Coord : TEXCOORD0) | ||
{ | ||
TexCoord.x = (ID == 2) ? 2.0 : 0.0; | ||
TexCoord.y = (ID == 1) ? 2.0 : 0.0; | ||
Position = float4(TexCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); | ||
Coord.x = (ID == 2) ? 2.0 : 0.0; | ||
Coord.y = (ID == 1) ? 2.0 : 0.0; | ||
Position = float4(Coord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); | ||
} | ||
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void ShaderPS(in float4 Position : SV_Position, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_Target0) | ||
void ShaderPS(in float4 Position : SV_POSITION, in float2 Coord : TEXCOORD0, out float4 Output_Color_0 : SV_TARGET0) | ||
{ | ||
float2 PositionMod = Position.xy % 2.0; | ||
OutputColor0.r = (PositionMod.x == 1.0 && PositionMod.y == 1.0) ? 1.0 : 0.0; | ||
OutputColor0.g = (PositionMod.x == 0.0 && PositionMod.y == 1.0) ? 1.0 : 0.0; | ||
OutputColor0.b = (PositionMod.x == 1.0 && PositionMod.y == 0.0) ? 1.0 : 0.0; | ||
OutputColor0.a = (PositionMod.x == 0.0 && PositionMod.y == 0.0) ? 1.0 : 0.0; | ||
Output_Color_0.r = (PositionMod.x == 1.0 && PositionMod.y == 1.0) ? 1.0 : 0.0; | ||
Output_Color_0.g = (PositionMod.x == 0.0 && PositionMod.y == 1.0) ? 1.0 : 0.0; | ||
Output_Color_0.b = (PositionMod.x == 1.0 && PositionMod.y == 0.0) ? 1.0 : 0.0; | ||
Output_Color_0.a = (PositionMod.x == 0.0 && PositionMod.y == 0.0) ? 1.0 : 0.0; | ||
} | ||
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technique Bug | ||
{ | ||
pass | ||
{ | ||
VertexShader = PostProcessVS; | ||
VertexShader = Basic_VS; | ||
PixelShader = ShaderPS; | ||
} | ||
} |
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