sampler2D ImplicitInput : register(s0);
float4 main (float2 uv : TEXCOORD) : COLOR
{
float4 color;
// traitement
return color;
}
color = 1 - tex2D( ImplicitInput, uv) ;
color.a = 1;
color.r = 1 - tex2D( ImplicitInput, uv).r ;
color.g = 1 - tex2D( ImplicitInput, uv).g ;
color.b = 1 - tex2D( ImplicitInput, uv).b ;
color.rgb = 1- tex2D( ImplicitInput, uv).rgb;
color.a = tex2D( ImplicitInput, uv).a;
"$(DXSDK_DIR)Utilities\Bin\x86\fxc.exe" /T ps_2_0 /E main
/Fo "$(SolutionDir)MyEffect/MyEffect.ps" "$(SolutionDir)MyEffect/MyEffect.fx"
fxc /T ps_2_0 /E main /Fc MyEffect.txt MyEffect.fx
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
// fxc /T ps_2_0 /E main /Fc MyEffect.txt MyEffect.fx
// Parameters:
// sampler2D ImplicitInput;
// Registers:
// Name Reg Size
// ------------- ----- ----
// ImplicitInput s0 1
ps_2_0
def c0, -1, -1, -1, 1
def c1, 0, 1, 1, 1
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mov r1, c0
mad r2.xyz, r0, r1, c1.wzyx
mad r2.w, r0.x, r1.w, c1.x
mov oC0, r2
// approximately 5 instruction slots used (1 texture, 4 arithmetic)
color.a = tex2D( ImplicitInput, uv) ;