// 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); };