draw.effect 612 B

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  1. uniform float4x4 ViewProj;
  2. uniform texture2d diffuse;
  3. sampler_state texSampler {
  4. AddressU = Clamp;
  5. AddressV = Clamp;
  6. Filter = Linear;
  7. };
  8. struct VertexInOut {
  9. float4 pos : POSITION;
  10. float2 uv : TEXCOORD0;
  11. };
  12. VertexInOut VShader(VertexInOut vert_in)
  13. {
  14. VertexInOut vert_out;
  15. vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
  16. vert_out.uv = vert_in.uv;
  17. return vert_out;
  18. }
  19. float4 PShader(VertexInOut fragment_in) : TARGET
  20. {
  21. return diffuse.Sample(texSampler, fragment_in.uv);
  22. }
  23. technique Default
  24. {
  25. pass
  26. {
  27. vertex_shader = VShader(vert_in);
  28. pixel_shader = PShader(fragment_in);
  29. }
  30. }