Path: blob/master/RSDKv5/RSDK/Graphics/DX11/BackupShaders.hpp
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const char backupHLSL[] =1R"(2cbuffer RSDKBuffer : register(b0)3{4float2 pixelSize;5float2 textureSize;6float2 viewSize;78#if defined(RETRO_REV02)9float2 screenDim;10#endif11};1213Texture2D texDiffuse : register(t0);14SamplerState sampDiffuse : register(s0);1516struct VertexInput {17float3 pos : SV_POSITION;18float2 tex : TEXCOORD;19};2021struct VertexOutput {22float4 pos : SV_POSITION;23float4 tex : TEXCOORD;24};2526struct PixelInput {27float4 pos : SV_POSITION;28float2 tex : TEXCOORD;29};3031VertexOutput VSMain(VertexInput input)32{33VertexOutput output;3435output.pos = float4(input.pos.xyz, 1.0);36output.tex = float4(input.tex.xy, 0.0, 0.0);3738return output;39}4041float4 PSMain(PixelInput input) : SV_TARGET42{43return texDiffuse.Sample(sampDiffuse, input.tex);44}45)";464748