Danbias/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli

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struct Vertex2DIn
{
float2 Pos : Position;
};
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cbuffer EveryObject2D : register(b0)
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{
float4x4 Translation;
};
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cbuffer ColorData : register(b0)
{
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float4 Color;
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};
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struct Pixel2DIn
{
float4 Pos : SV_Position;
float2 Uv : TEXCOORD;
};
Texture2D Material : register(t0);
SamplerState LinearSampler : register(s0);