33 lines
675 B
HLSL
33 lines
675 B
HLSL
/* This shader intentionally left blank */
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struct VS_INPUT_POST
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{
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float3 pos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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struct VS_OUTPUT_POST
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{
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float4 pos : SV_POSITION;
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float2 txcoord0 : TEXCOORD0;
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};
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VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
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{
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VS_OUTPUT_POST OUT;
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float4 pos;
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pos.xyz = IN.pos.xyz;
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pos.w = 1.0;
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OUT.pos = pos;
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OUT.txcoord0.xy = IN.txcoord.xy;
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return OUT;
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}
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float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target
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{
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return float4(0.0,0.0,0.0,1.0);
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}
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technique11 Nothing
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_Nothing()));
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}
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}
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