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glitchy-engine-beef/Sandbox/content/Shaders/render2dShader.hlsl

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HLSL

cbuffer Constants : register(b0)
{
float3x3 World;
float4 Color;
bool HasTexture;
};
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
struct VS_Input
{
float2 Position : POSITION;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.TexCoord = input.Position;
output.Position = float4(mul(float3(input.Position, 1.0f), World), 1.0f);
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Color;
if(HasTexture)
{
color *= Texture.Sample(Sampler, input.TexCoord);
}
return color;
}
#effect[VS=VS, PS=PS]