Included all the wp8 current missing files
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved
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//----------------------------------------------------------------------
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cbuffer RenderTargetInfoCB
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{
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float2 renderTargetSize;
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};
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struct VertexShaderInput
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{
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float2 pos : POSITION;
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float2 tex : TEXCOORD0;
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float2 origin : TRANSFORM0;
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float2 offset : TRANSFORM1;
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float rotation : TRANSFORM2;
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float4 color : COLOR0;
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};
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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// This shader takes a fixed-position vertex buffer, and using per-sprite
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// instance data, transforms the vertices so that the sprite is rendered
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// at the desired position, rotation, and scale.
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PixelShaderInput main(VertexShaderInput input)
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{
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PixelShaderInput ret;
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float sinRotation;
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float cosRotation;
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sincos(input.rotation, sinRotation, cosRotation);
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float2 posDelta = input.pos * input.offset;
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posDelta = float2(
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posDelta.x * cosRotation - posDelta.y * sinRotation,
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posDelta.x * sinRotation + posDelta.y * cosRotation
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);
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posDelta /= renderTargetSize;
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ret.pos = float4(input.origin + posDelta, 0.5f, 1.0f);
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ret.tex = input.tex;
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ret.color = input.color;
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return ret;
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}
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