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- float3x3 Matrices_Texture;
- texture ColorTexture : DIFFUSE <
- string ResourceName = "default_color.dds";
- string UIName = "Diffuse Texture";
- string ResourceType = "2D";
- >;
- sampler2D ColorSampler = sampler_state {
- Texture = <ColorTexture>;
- FILTER = MIN_MAG_MIP_LINEAR;
- AddressU = Wrap;
- AddressV = Wrap;
- };
- struct vertexInput {
- float4 Position : POSITION0;
- float2 TextureCoordinates : TEXCOORD0;
- };
- struct vertexOutput {
- float4 Position : POSITION0;
- float2 TextureCoordinates : TEXCOORD0;
- float2 UV : TEXCOORD1;
- float2 UVScale : TEXCOORD2;
- };
- vertexOutput mainVS(vertexInput input)
- {
- vertexOutput output;
- output.TextureCoordinates = mul(float3(input.TextureCoordinates, 1), Matrices_Texture).xy;
- output.UV = Matrices_Texture[2].xy;
- output.UVScale = float2(Matrices_Texture[0][0], Matrices_Texture[1][1]);
- output.Position = input.Position;
- return output;
- }
- float4 mainPS(vertexOutput input) : COLOR0
- {
- float2 tc = input.TextureCoordinates;
- tc = frac((tc - input.UV) / input.UVScale) * input.UVScale + input.UV;
- float4 sample = tex2D(ColorSampler, tc);
- return sample;
- }
- technique technique0 {
- pass p0 {
- CullMode = None;
- VertexShader = compile vs_3_0 mainVS();
- PixelShader = compile ps_3_0 mainPS();
- }
- }
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