// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved //---------------------------------------------------------------------- struct VertexShaderInput { float2 origin : TRANSFORM0; float2 offset : TRANSFORM1; float rotation : TRANSFORM2; float4 color : COLOR0; }; struct GeometryShaderInput { float2 origin : TRANSFORM0; float2 offset : TRANSFORM1; float rotation : TRANSFORM2; float4 color : COLOR0; }; // This shader simply passes per-sprite instance data to the geometry shader. GeometryShaderInput main(VertexShaderInput input) { GeometryShaderInput ret; ret.origin = input.origin; ret.offset = input.offset; ret.rotation = input.rotation; ret.color = input.color; return ret; }