Move all data into the subdir it belongs to
Completely removes the build dir in favor of cmake based build layouting
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35
test/test-input/data/draw.effect
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35
test/test-input/data/draw.effect
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uniform float4x4 ViewProj;
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uniform texture2d diffuse;
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sampler_state texSampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertexInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertexInOut VShader(VertexInOut vert_in)
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{
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VertexInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PShader(VertexInOut fragment_in) : TARGET
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{
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return diffuse.Sample(texSampler, fragment_in.uv);
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}
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technique Default
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{
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pass
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{
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vertex_shader = VShader(vert_in);
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pixel_shader = PShader(fragment_in);
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}
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}
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37
test/test-input/data/test.effect
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37
test/test-input/data/test.effect
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4 color = {0.0, 1.0, 0.0, 1.0};
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sampler_state texSampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertexInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertexInOut VShader(VertexInOut vert_in)
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{
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VertexInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PShader(VertexInOut fragment_in) : TARGET
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{
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return image.Sample(texSampler, fragment_in.uv) * color;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VShader(vert_in);
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pixel_shader = PShader(fragment_in);
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}
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}
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