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- uniform float4x4 ViewProj;
- uniform texture2d diffuse;
- sampler_state texSampler {
- AddressU = Clamp;
- AddressV = Clamp;
- Filter = Linear;
- };
- struct VertexInOut {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertexInOut VShader(VertexInOut vert_in)
- {
- VertexInOut vert_out;
- vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = vert_in.uv;
- return vert_out;
- }
- float4 PShader(VertexInOut fragment_in) : TARGET
- {
- return diffuse.Sample(texSampler, fragment_in.uv);
- }
- technique Default
- {
- pass
- {
- vertex_shader = VShader(vert_in);
- pixel_shader = PShader(fragment_in);
- }
- }
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