2024-07-20 11:10:06 +02:00
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[require]
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shader model >= 5.0
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shader model < 6.0
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[effect]
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DepthStencilState ds;
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2024-08-05 17:33:21 +02:00
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RasterizerState rs;
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2024-08-05 20:32:24 +02:00
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HullShader hs;
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ComputeShader cs;
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DomainShader doms;
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2024-08-07 18:35:51 +02:00
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RenderTargetView rtv1;
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DepthStencilView dsv;
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2024-08-14 13:46:34 +02:00
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BlendState bs;
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2024-08-14 14:32:46 +02:00
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VertexShader vs;
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PixelShader ps;
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2024-07-20 11:10:06 +02:00
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technique11
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{
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pass
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{
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SetDepthStencilState(ds, 123);
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2024-08-05 17:33:21 +02:00
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SetRasterizerState(rs);
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2024-08-05 20:32:24 +02:00
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SetHullShader(hs);
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SetComputeShader(cs);
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SetDomainShader(doms);
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2024-08-07 18:35:51 +02:00
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OMSetRenderTargets(rtv1, dsv);
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2024-08-14 13:46:34 +02:00
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SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
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2024-08-14 14:32:46 +02:00
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SetVertexShader(vs);
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SetPixelShader(ps);
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2024-07-20 11:10:06 +02:00
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}
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2024-08-14 16:32:15 +02:00
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pass
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{
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SetDepthStencilState(NULL, 4);
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SetRasterizerState(NULL);
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SetHullShader(NULL);
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SetComputeShader(NULL);
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SetDomainShader(NULL);
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OMSetRenderTargets(NULL, NULL);
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SetBlendState(NULL, float4(5, 6, 7, 8), 0xf0);
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SetVertexShader(NULL);
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SetPixelShader(NULL);
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}
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2024-07-20 11:10:06 +02:00
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}
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