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27 行
901 B

struct vdata
{
float2 vertex;
float2 uv;
};
struct psInput
{
float4 position : SV_POSITION;
};
StructuredBuffer<vdata> databuffer;
StructuredBuffer<int> indexbuffer;
float4 _viewport;
int _startVertex;
psInput vert (uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID)
{
psInput o = (psInput)0;
o.position = float4(databuffer[indexbuffer[_startVertex + vertex_id]].vertex.x * 2.0 / _viewport.z - 1.0, databuffer[indexbuffer[_startVertex + vertex_id]].vertex.y * 2.0 / _viewport.w - 1.0, 0, 1);
return o;
}
fixed4 frag (psInput i) : SV_Target
{
return float4(0, 1, 0, 1);
}