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WinRT: removed now-unused 'color' parameter from shaders
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@ -32,8 +32,7 @@ void SDL_winrtrenderer::CreateDeviceResources()
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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DX::ThrowIfFailed(
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@ -61,10 +60,10 @@ void SDL_winrtrenderer::CreateDeviceResources()
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auto createCubeTask = (createPSTask && createVSTask).then([this] () {
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VertexPositionColor cubeVertices[] =
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{
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{XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT3(1.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f)},
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{XMFLOAT3(-1.0f, 1.0f, 0.0f), XMFLOAT3(0.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f)},
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{XMFLOAT3(1.0f, -1.0f, 0.0f), XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 0.0f)},
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{XMFLOAT3(1.0f, 1.0f, 0.0f), XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f)},
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{XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f)},
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{XMFLOAT3(-1.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f)},
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{XMFLOAT3(1.0f, -1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f)},
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{XMFLOAT3(1.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 1.0f)},
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};
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m_vertexCount = ARRAYSIZE(cubeVertices);
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@ -5,7 +5,6 @@
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struct VertexPositionColor
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT3 color;
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DirectX::XMFLOAT2 tex;
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};
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@ -4,7 +4,7 @@ SamplerState theSampler : register(s0);
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float3 color : COLOR0;
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float2 tex : TEXCOORD0;
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};
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@ -4,14 +4,12 @@
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struct VertexShaderInput
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{
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float3 pos : POSITION;
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float3 color : COLOR0;
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float2 tex : TEXCOORD0;
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};
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struct VertexShaderOutput
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{
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float4 pos : SV_POSITION;
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float3 color : COLOR0;
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float2 tex : TEXCOORD0;
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};
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@ -19,7 +17,6 @@ VertexShaderOutput main(VertexShaderInput input)
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{
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VertexShaderOutput output;
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output.pos = float4(input.pos, 1.0f);
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output.color = input.color;
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output.tex = input.tex;
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return output;
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}
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