/* GStreamer * Copyright (C) 2023 Seungha Yang * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef BUILDING_HLSL Texture2D shaderTexture; SamplerState samplerState; struct PS_INPUT { float4 Position : SV_POSITION; float2 Texture : TEXCOORD; }; float4 ENTRY_POINT (PS_INPUT input): SV_TARGET { return shaderTexture.Sample (samplerState, input.Texture); } #else static const char str_PSMain_sample[] = "Texture2D shaderTexture;\n" "SamplerState samplerState;\n" "\n" "struct PS_INPUT\n" "{\n" " float4 Position: SV_POSITION;\n" " float2 Texture: TEXCOORD;\n" "};\n" "\n" "float4 ENTRY_POINT (PS_INPUT input): SV_TARGET\n" "{\n" " return shaderTexture.Sample (samplerState, input.Texture);\n" "}\n"; #endif