Glyph output -> single Glyphs;
read bmp file (via stb, m_header is coming later) -> stb_image.h; added monochrom imagetype (load_tga_file); git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@19 24008968-59e6-ed4c-a10b-0b2c954b24ab
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@@ -8,7 +8,7 @@ struct PixelShaderOutput {
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float4 color : SV_TARGET;
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};
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Texture2DArray<float4> tex1 : register(t0);
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Texture2D<float> tex1 : register(t0);
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SamplerState texture_sampler : register(s0);
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@@ -16,7 +16,7 @@ PixelShaderOutput main(PixelShaderInput input) {
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PixelShaderOutput output;
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#if 1
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output.color = tex1.Sample(texture_sampler, float3(input.uvst.xy, input.tile_type));
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output.color = float4(1, 1, 1, tex1.Sample(texture_sampler, float2(input.uvst.xy)));
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#else
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output.color = float4(1, 0, 1, 1);
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#endif
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