timecycle; some rendering
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19
src/extras/shaders/scale_PS.hlsl
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19
src/extras/shaders/scale_PS.hlsl
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@@ -0,0 +1,19 @@
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struct VS_out {
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float4 Position : POSITION;
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float3 TexCoord0 : TEXCOORD0;
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float4 Color : COLOR0;
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};
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sampler2D tex0 : register(s0);
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float4 fogColor : register(c0);
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float4 colorscale : register(c1);
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float4 main(VS_out input) : COLOR
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{
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float4 color = input.Color;
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color *= tex2D(tex0, input.TexCoord0.xy);
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color *= colorscale;
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color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z);
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return color;
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}
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