Commit 68c9658c authored by Martin Finkel's avatar Martin Finkel

remove unused shader code

parent d9c9ffee
......@@ -14,16 +14,6 @@
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<ItemGroup>
<None Remove="MiniTri.fx" />
</ItemGroup>
<ItemGroup>
<Content Include="MiniTri.fx">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<PackageReference Include="SharpDX" Version="4.2.0" />
<PackageReference Include="SharpDX.D3DCompiler" Version="4.2.0" />
......
// -----------------------------------------------------------------------------
// Original code from SlimDX project.
// Greetings to SlimDX Group. Original code published with the following license:
// -----------------------------------------------------------------------------
/*
* Copyright (c) 2007-2011 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
struct VS_IN
{
float4 pos : POSITION;
float4 col : COLOR;
};
struct PS_IN
{
float4 pos : SV_POSITION;
float4 col : COLOR;
};
PS_IN VS(VS_IN input)
{
PS_IN output = (PS_IN)0;
output.pos = input.pos;
output.col = input.col;
return output;
}
float4 PS(PS_IN input) : SV_Target
{
return input.col;
}
technique10 Render
{
pass P0
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VS()));
SetPixelShader(CompileShader(ps_4_0, PS()));
}
}
\ No newline at end of file
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