Danbias/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl

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#include "Header.hlsli"
[maxvertexcount(4)]
void main(point Vertex2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
{
Pixel2DIn output;
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output.Pos = mul(float4(-1,-1,1,1) ,Translation);
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output.Uv = float2(0,1);
Quads.Append(output);
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output.Pos = mul(float4(-1,1,1,1), Translation);
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output.Uv = float2(0,0);
Quads.Append(output);
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output.Pos = mul(float4(1,-1,1,1), Translation);
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output.Uv = float2(1,1);
Quads.Append(output);
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output.Pos = mul(float4(1,1,1,1), Translation);
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output.Uv = float2(1,0);
Quads.Append(output);
}