win32/main.psh

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sampler BearTextureSampler;
struct VS_OUTPUT
{
float4 Position : POSITION; // vertex position
float4 Diffuse : COLOR0; // vertex diffuse color
float2 Texture : TEXCOORD0;
};
float4 Main(VS_OUTPUT In) : COLOR {
//return float4(1, 1, 1, 1) - In.Diffuse;
//return float4(In.Texture, 0, 1);
float2 tex = In.Texture * 0.5 + 0.5;
return tex2D(BearTextureSampler, float2(tex.x, 1.0 - tex.y));
}