| Index: ui/surface/accelerated_surface_win.hlsl
|
| ===================================================================
|
| --- ui/surface/accelerated_surface_win.hlsl (revision 0)
|
| +++ ui/surface/accelerated_surface_win.hlsl (revision 0)
|
| @@ -0,0 +1,27 @@
|
| +// Copyright (c) 2012 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +// To compile these two shaders:
|
| +// fxc /E pixelMain /T ps_2_0 accelerated_surface_win.hlsl
|
| +// fxc /E vertexMain /T vs_2_0 accelerated_surface_win.hlsl
|
| +//
|
| +// fxc is in the DirectX SDK.
|
| +
|
| +struct Vertex {
|
| + float4 position : POSITION;
|
| + float2 texCoord : TEXCOORD0;
|
| +};
|
| +
|
| +texture t;
|
| +sampler s;
|
| +
|
| +// Passes a position and texture coordinate to the pixel shader.
|
| +Vertex vertexMain(Vertex input) {
|
| + return input;
|
| +};
|
| +
|
| +// Samples a texture at the given texture coordinate and returns the result.
|
| +float4 pixelMain(float2 texCoord : TEXCOORD0) : COLOR0 {
|
| + return tex2D(s, texCoord);
|
| +};
|
|
|