diff options
author | ImJezze <jezze@gmx.net> | 2015-12-31 16:32:35 +0100 |
---|---|---|
committer | ImJezze <jezze@gmx.net> | 2015-12-31 16:32:35 +0100 |
commit | eea40fd0e47699261332904b5d930f0be68756e9 (patch) | |
tree | 4c996b59c2aa3594d68957b1d1e762c07941e702 /hlsl/phosphor.fx | |
parent | ff77b7897bcf0a967f7e275b289a1f8fd18ecd7e (diff) |
Cleanup (nw)
- removed unused pincushion.fx
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r-- | hlsl/phosphor.fx | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index 13c7700e2e8..7d665b44749 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -1,7 +1,11 @@ // license:BSD-3-Clause // copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- -// Effect File Variables +// Phosphor Effect +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; @@ -57,7 +61,7 @@ struct PS_INPUT }; //----------------------------------------------------------------------------- -// Simple Vertex Shader +// Phosphor Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; @@ -86,7 +90,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) } //----------------------------------------------------------------------------- -// Simple Pixel Shader +// Phosphor Pixel Shader //----------------------------------------------------------------------------- uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f); @@ -106,18 +110,15 @@ float4 ps_main(PS_INPUT Input) : COLOR } //----------------------------------------------------------------------------- -// Simple Effect +// Phosphor Technique //----------------------------------------------------------------------------- -technique TestTechnique +technique DefaultTechnique { pass Pass0 { Lighting = FALSE; - Sampler[0] = <DiffuseSampler>; - Sampler[1] = <PreviousSampler>; - VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } |