ebiten/internal/shader/testdata/vertex.expected.hlsl

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cbuffer Uniforms : register(b0) {
float2 U0 : packoffset(c0);
}
Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR0) {
Varyings varyings;
float4x4 l0 = 0.0;
varyings.Position = 0.0;
varyings.M0 = 0.0;
varyings.M1 = 0.0;
l0 = float4x4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
varyings.Position = mul(float4(A0, 0.0, 1.0), l0);
varyings.M0 = A1;
varyings.M1 = A2;
return varyings;
}