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struct DSOutput
{
float4 f4Position : SV_Position;
};
struct HS_CONSTANT_DATA_OUTPUT
{
float Edges[4] : SV_TessFactor;
float Inside[2] : SV_InsideTessFactor;
};
struct HSOutput
{
float4 Position : POS;
float3 Color : COL;
};
[domain("quad")]
/* partitioning = fractional_even, outputtopology = triangle_cw */
float3 main( HS_CONSTANT_DATA_OUTPUT input,
float2 QuadUV : SV_DomainLocation,
OutputPatch<HSOutput, 2> QuadPatch,
out DSOutput Out ): COLOR
{
Out.f4Position.xy = QuadPatch[0].Position.xy + QuadUV.xy * 0.1;
Out.f4Position.zw = QuadPatch[0].Position.zw;
return frac( (QuadPatch[0].Color + float3(QuadUV.xy, 1.0)) * float3(4121.35f, 8232.25f, 9124.42f) );
}
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