60 lines
1.2 KiB
Plaintext
60 lines
1.2 KiB
Plaintext
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//================================================================
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ݒ<EFBFBD><DD92>l
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//Texture
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sampler sampler0_ : register(s0);
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//================================================================
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//--------------------------------
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//<2F>s<EFBFBD>N<EFBFBD>Z<EFBFBD><5A><EFBFBD>V<EFBFBD>F<EFBFBD>[<5B>_<EFBFBD><5F><EFBFBD>͒l
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struct PS_INPUT
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{
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float4 diffuse : COLOR0; //<2F>f<EFBFBD>B<EFBFBD>t<EFBFBD><74><EFBFBD>[<5B>Y<EFBFBD>F
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float2 texCoord : TEXCOORD0; //<2F>e<EFBFBD>N<EFBFBD>X<EFBFBD>`<60><><EFBFBD><EFBFBD><EFBFBD>W
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float2 vPos : VPOS; //<2F>`<60><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>W
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};
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//--------------------------------
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//<2F>s<EFBFBD>N<EFBFBD>Z<EFBFBD><5A><EFBFBD>V<EFBFBD>F<EFBFBD>[<5B>_<EFBFBD>o<EFBFBD>͒l
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struct PS_OUTPUT
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{
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float4 color : COLOR0; //<2F>o<EFBFBD>͐F
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};
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//================================================================
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// <20>V<EFBFBD>F<EFBFBD>[<5B>_
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//--------------------------------
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//<2F>s<EFBFBD>N<EFBFBD>Z<EFBFBD><5A><EFBFBD>V<EFBFBD>F<EFBFBD>[<5B>_
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PS_OUTPUT PsMonotone( PS_INPUT In ) : COLOR0
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{
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PS_OUTPUT Out;
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//<2F>e<EFBFBD>N<EFBFBD>X<EFBFBD>`<60><><EFBFBD>̐F
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float4 colorTexture = tex2D(sampler0_, In.texCoord);
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//<2F><><EFBFBD>_<EFBFBD>f<EFBFBD>B<EFBFBD>t<EFBFBD>[<5B>Y<EFBFBD>F
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float4 colorDiffuse = In.diffuse;
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//<2F><><EFBFBD><EFBFBD>
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float4 color = colorTexture * colorDiffuse;
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//<2F><><EFBFBD>m<EFBFBD>g<EFBFBD>[<5B><><EFBFBD>̌v<CC8C>Z
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Out.color.rgb = ( color.r + color.g + color.b ) * 0.3333f;
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Out.color.a = color.a;
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return Out;
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}
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//================================================================
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//--------------------------------
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//technique
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technique TecMonotone
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{
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pass P0
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{
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PixelShader = compile ps_3_0 PsMonotone();
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}
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}
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