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SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer. Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
26 lines
474 B
HLSL
26 lines
474 B
HLSL
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#include "overlay.hlsli"
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static const uint verts[6] = {0, 1, 2, 0, 2, 3};
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static const float2 uvs[4] = {
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{0.0f, 0.0f},
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{1.0f, 0.0f},
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{1.0f, 1.0f},
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{0.0f, 1.0f}
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};
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static const float2 pos[4] = {
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{-1.0f, 1.0f},
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{1.0f, 1.0f},
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{1.0f, -1.0f},
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{-1.0f, -1.0f}
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};
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VSOutput main(uint id : SV_VertexID)
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{
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VSOutput output;
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uint vert = verts[id];
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output.uv = uvs[vert];
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output.pos = float4(pos[vert], 0.0f, 1.0f);
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return output;
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}
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