約 3,434,543 件
https://w.atwiki.jp/pqjp/pages/216.html
?xml version="1.0"? TextLibrary Text tag="[Conv_QU00b_NAME1]" Sunspear /Text Text tag="[Conv_QU00b_0000]" The Frost Giant is a powerful creature, but I think I would prefer another for my final battle. /Text Text tag="[Conv_QU00b_0001]" The Frost Giant is a powerful creature, but I think I would prefer another for my final battle. /Text Text tag="[Conv_QU00b_0002]" The Frost Giant is a powerful creature, but I think I would prefer another for my final battle. /Text Text tag="[Conv_QU00b_0003]" The Frost Giant is a powerful creature, but I think I would prefer another for my final battle. /Text Text tag="[Conv_QU00b_0004]" Is there any chance I can talk you out of this? /Text Text tag="[Conv_QU00b_0005]" Is there any chance I can talk you out of this? /Text Text tag="[Conv_QU00b_0006]" Is there any chance I can talk you out of this? /Text Text tag="[Conv_QU00b_0007]" Is there any chance I can talk you out of this? /Text Text tag="[Conv_QU00b_0008]" It has been a tradition with my people for generations. It will be glorious - you will understand when it is time. /Text Text tag="[Conv_QU00b_0009]" It has been a tradition with my people for generations. It will be glorious - you will understand when it is time. /Text Text tag="[Conv_QU00b_0010]" It has been a tradition with my people for generations. It will be glorious - you will understand when it is time. /Text Text tag="[Conv_QU00b_0011]" It has been a tradition with my people for generations. It will be glorious - you will understand when it is time. /Text /TextLibrary
https://w.atwiki.jp/pqjp/pages/116.html
?xml version="1.0"? TextLibrary Text tag="[QUEST_Q1G2_ACTION]" Trade the Troll Hair /Text Text tag="[QUEST_Q1G2_ACTION2]" Trade the Wasp Wings /Text Text tag="[QUEST_Q1G2_RETURN]" Return to Neehi /Text Text tag="[QUEST_Q1G2_REWARD]" Once again, Neehi pays you for your troubles. /Text Text tag="[QUEST_Q1G2_STEP1]" You must visit Theira and Silvermyr to exchange 2 items. /Text Text tag="[QUEST_Q1G2_STEP2]" You must return the Theiran Axe-head and the Soultree Limb to Neehi the merchant in Gruuldok. /Text Text tag="[QUEST_Q1G2_TRADE]" You have traded the Ice Troll Hair for a Theiran Axe-head. When you also have the Soultree Limb, this can be taken back to Neehi. /Text Text tag="[QUEST_Q1G2_TRADE1]" You have traded the Ice Troll Hair for a Theiran Axe-head. Now both items can be taken back to Neehi. /Text Text tag="[QUEST_Q1G2_TRADE2]" You have traded the Wasp Wings for a Soultree Limb. When you also have the Theiran Axe-head, this can be taken back to Neehi. /Text Text tag="[QUEST_Q1G2_TRADE3]" You have traded the Wasp Wings for a Soultree Limb. Now both items can be taken back to Neehi. /Text /TextLibrary
https://w.atwiki.jp/mediachamp/pages/95.html
Cassava Editor CSV・TSVファイルを手軽に作成・編集 (98/Me/2000/XP) テキストエディタ 公式サイト レジストリ未使用をヘルプにて確認
https://w.atwiki.jp/pqjp/pages/220.html
?xml version="1.0"? TextLibrary Text tag="[Conv_Q0Q7b_NAME1]" Khalkus /Text Text tag="[Conv_Q0Q7b_0000]" You must be Khalkus. /Text Text tag="[Conv_Q0Q7b_0001]" You must be Khalkus. /Text Text tag="[Conv_Q0Q7b_0002]" You must be Khalkus. /Text Text tag="[Conv_Q0Q7b_0003]" You must be Khalkus. /Text Text tag="[Conv_Q0Q7b_0004]" Aye, and ye would be the one sent by the Queen, eh? Well my thanks to ye, lad, thanks indeed. We definitely need some help. apos;Tis a miracle, a miracle it is! I canna say what an absolute... /Text Text tag="[Conv_Q0Q7b_0005]" Aye, and ye would be the one sent by the Queen, eh? Well my thanks to ye, lad, thanks indeed. We definitely need some help. apos;Tis a miracle, a miracle it is! I canna say what an absolute... /Text Text tag="[Conv_Q0Q7b_0006]" Aye, and ye would be the one sent by the Queen, eh? Well my thanks to ye, lass, thanks indeed. We definitely need some help. apos;Tis a miracle, a miracle it is! I canna say what an absolute... /Text Text tag="[Conv_Q0Q7b_0007]" Aye, and ye would be the one sent by the Queen, eh? Well my thanks to ye, lass, thanks indeed. We definitely need some help. apos;Tis a miracle, a miracle it is! I canna say what an absolute... /Text Text tag="[Conv_Q0Q7b_0008]" Khalkus, please... /Text Text tag="[Conv_Q0Q7b_0009]" Khalkus, please... /Text Text tag="[Conv_Q0Q7b_0010]" Khalkus, please... /Text Text tag="[Conv_Q0Q7b_0011]" Khalkus, please... /Text Text tag="[Conv_Q0Q7b_0012]" Oh. Sorry, lad. Sorry about that. Ye apos;ve come to help and that be good enough for me. I apos;ve been sitting here waiting, trying to design a new mobile catapult that will help us to distract the hordes of Ogres besiegin apos; Dhun-Kor. Hundreds o apos; the beasts there are and I... /Text Text tag="[Conv_Q0Q7b_0013]" Oh. Sorry, lad. Sorry about that. Ye apos;ve come to help and that be good enough for me. I apos;ve been sitting here waiting, trying to design a new mobile catapult that will help us to distract the hordes of Ogres besiegin apos; Dhun-Kor. Hundreds o apos; the beasts there are and I... /Text Text tag="[Conv_Q0Q7b_0014]" Oh. Sorry, lass. Sorry about that. Ye apos;ve come to help and that be good enough for me. I apos;ve been sitting here waiting, trying to design a new mobile catapult that will help us to distract the hordes of Ogres besiegin apos; Dhun-Kor. Hundreds o apos; the beasts there are and I... /Text Text tag="[Conv_Q0Q7b_0015]" Oh. Sorry, lass. Sorry about that. Ye apos;ve come to help and that be good enough for me. I apos;ve been sitting here waiting, trying to design a new mobile catapult that will help us to distract the hordes of Ogres besiegin apos; Dhun-Kor. Hundreds o apos; the beasts there are and I... /Text Text tag="[Conv_Q0Q7b_0016]" Wait a minute! Did you say apos;hordes apos;? /Text Text tag="[Conv_Q0Q7b_0017]" Wait a minute! Did you say apos;hordes apos;? /Text Text tag="[Conv_Q0Q7b_0018]" Wait a minute! Did you say apos;hordes apos;? /Text Text tag="[Conv_Q0Q7b_0019]" Wait a minute! Did you say apos;hordes apos;? /Text Text tag="[Conv_Q0Q7b_0020]" Oh, aye, the hordes that are siegin apos; Dhun-Kor. Ogres everywhere, and a huge two-headed brute leadin apos; apos;em into battle, the likes o apos; which I apos;ve not seen before... /Text Text tag="[Conv_Q0Q7b_0021]" Oh, aye, the hordes that are siegin apos; Dhun-Kor. Ogres everywhere, and a huge two-headed brute leadin apos; apos;em into battle, the likes o apos; which I apos;ve not seen before... /Text Text tag="[Conv_Q0Q7b_0022]" Oh, aye, the hordes that are siegin apos; Dhun-Kor. Ogres everywhere, and a huge two-headed brute leadin apos; apos;em into battle, the likes o apos; which I apos;ve not seen before... /Text Text tag="[Conv_Q0Q7b_0023]" Oh, aye, the hordes that are siegin apos; Dhun-Kor. Ogres everywhere, and a huge two-headed brute leadin apos; apos;em into battle, the likes o apos; which I apos;ve not seen before... /Text Text tag="[Conv_Q0Q7b_0024]" But I thought we were protecting a caravan? /Text Text tag="[Conv_Q0Q7b_0025]" But I thought we were protecting a caravan? /Text Text tag="[Conv_Q0Q7b_0026]" But I thought we were protecting a caravan? /Text Text tag="[Conv_Q0Q7b_0027]" But I thought we were protecting a caravan? /Text Text tag="[Conv_Q0Q7b_0028]" Oh, the Caravan... aye. We keep tryin apos; to send metal from the mountains in the south through Agaria and over the Hammer Pass to Dhun-Kor. Every time it gets near Theira, Undead raid the wagons and take it all. I have no idea what Undead actually want with metal, mind ye, but I apos;m thinkin apos; that... /Text Text tag="[Conv_Q0Q7b_0029]" Oh, the Caravan... aye. We keep tryin apos; to send metal from the mountains in the south through Agaria and over the Hammer Pass to Dhun-Kor. Every time it gets near Theira, Undead raid the wagons and take it all. I have no idea what Undead actually want with metal, mind ye, but I apos;m thinkin apos; that... /Text Text tag="[Conv_Q0Q7b_0030]" Oh, the Caravan... aye. We keep tryin apos; to send metal from the mountains in the south through Agaria and over the Hammer Pass to Dhun-Kor. Every time it gets near Theira, Undead raid the wagons and take it all. I have no idea what Undead actually want with metal, mind ye, but I apos;m thinkin apos; that... /Text Text tag="[Conv_Q0Q7b_0031]" Oh, the Caravan... aye. We keep tryin apos; to send metal from the mountains in the south through Agaria and over the Hammer Pass to Dhun-Kor. Every time it gets near Theira, Undead raid the wagons and take it all. I have no idea what Undead actually want with metal, mind ye, but I apos;m thinkin apos; that... /Text Text tag="[Conv_Q0Q7b_0032]" So we must go to Theira and see this Caravan safely through? /Text Text tag="[Conv_Q0Q7b_0033]" So we must go to Theira and see this Caravan safely through? /Text Text tag="[Conv_Q0Q7b_0034]" So we must go to Theira and see this Caravan safely through? /Text Text tag="[Conv_Q0Q7b_0035]" So we must go to Theira and see this Caravan safely through? /Text Text tag="[Conv_Q0Q7b_0036]" Oh, aye. As we travel, I can tell ye about this catapult. apos;Tis a thing o apos; absolute beauty it is, at least twice the length o apos; standard catapults, with gears made o apos; pure Adamantium. Well maybe not quite pure, but near enough to be... /Text Text tag="[Conv_Q0Q7b_0037]" Oh, aye. As we travel, I can tell ye about this catapult. apos;Tis a thing o apos; absolute beauty it is, at least twice the length o apos; standard catapults, with gears made o apos; pure Adamantium. Well maybe not quite pure, but near enough to be... /Text Text tag="[Conv_Q0Q7b_0038]" Oh, aye. As we travel, I can tell ye about this catapult. apos;Tis a thing o apos; absolute beauty it is, at least twice the length o apos; standard catapults, with gears made o apos; pure Adamantium. Well maybe not quite pure, but near enough to be... /Text Text tag="[Conv_Q0Q7b_0039]" Oh, aye. As we travel, I can tell ye about this catapult. apos;Tis a thing o apos; absolute beauty it is, at least twice the length o apos; standard catapults, with gears made o apos; pure Adamantium. Well maybe not quite pure, but near enough to be... /Text Text tag="[Conv_Q0Q7b_0040]" Khalkus...let apos;s get going. /Text Text tag="[Conv_Q0Q7b_0041]" Khalkus...let apos;s get going. /Text Text tag="[Conv_Q0Q7b_0042]" Khalkus...let apos;s get going. /Text Text tag="[Conv_Q0Q7b_0043]" Khalkus...let apos;s get going. /Text /TextLibrary
https://w.atwiki.jp/sampleisbest/pages/238.html
開発環境 Microsoft Visual C# 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Windows Game (4.0) プロジェクト名 XnaTexture2D 参考 Planet Earth Texture Maps Game1.cs /* * XnaTexture2D4 正距方位図法 * * プロジェクトのプロパティ * [XNA Game Studio]タブ * Use HiDef to access the complete API */ using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace XnaTexture2D { class Game1 Game { GraphicsDeviceManager graphics; SpriteBatch sprite; SpriteFont font; VertexBuffer vertexBuffer; Effect effect; BasicEffect basicEffect; Texture2D texture; VertexPositionColor[] cross; EffectParameter fxLat; EffectParameter fxLon; EffectParameter fxAxis; float lat = 35; float lon = 135; // fps int fpsSec; int fpsDraw = 0; int fpsCount = 0; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; Content.RootDirectory = "Content"; IsMouseVisible = true; } protected override void LoadContent() { sprite = new SpriteBatch(GraphicsDevice); font = Content.Load SpriteFont ("SpriteFont1"); texture = Content.Load Texture2D ("earthmap1k"); effect = Content.Load Effect ("Effect1"); effect.Parameters["EarthMap"].SetValue(texture); effect.Parameters["aspect"].SetValue(GraphicsDevice.Viewport.AspectRatio); fxLat = effect.Parameters["centerLatRad"]; fxLon = effect.Parameters["centerLonRad"]; fxAxis = effect.Parameters["axis"]; fxLat.SetValue(MathHelper.ToRadians(lat)); fxLon.SetValue(MathHelper.ToRadians(lon)); SetAxis(); basicEffect = new BasicEffect(GraphicsDevice); // 地図 VertexPositionTexture[] vertices = new VertexPositionTexture[4]; vertices[0] = new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)); vertices[1] = new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(1, 0)); vertices[2] = new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)); vertices[3] = new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 4, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); // 照準 cross = new VertexPositionColor[4]; cross[0] = new VertexPositionColor(new Vector3(-0.05f, 0, 0), Color.White); cross[1] = new VertexPositionColor(new Vector3(0.05f, 0, 0), Color.White); cross[2] = new VertexPositionColor(new Vector3(0, -0.1f, 0), Color.White); cross[3] = new VertexPositionColor(new Vector3(0, 0.1f, 0), Color.White); base.LoadContent(); } protected override void Update(GameTime gameTime) { float deltaLat = 0; float deltaLon = 0; bool modified = false; KeyboardState kState = Keyboard.GetState(); if (kState.IsKeyDown(Keys.Escape)) Exit(); if (kState.IsKeyDown(Keys.Up)) deltaLat = 1; if (kState.IsKeyDown(Keys.Down)) deltaLat = -1; if (kState.IsKeyDown(Keys.Left)) deltaLon = -1; if (kState.IsKeyDown(Keys.Right)) deltaLon = 1; if (deltaLat != 0) { lat = MathHelper.Clamp(lat + deltaLat, -89.9f, 89.9f); fxLat.SetValue(MathHelper.ToRadians(lat)); // -pi/2 - pi/2 modified = true; } if (deltaLon != 0) { lon += deltaLon; if (lon = -180) lon += 360; if (180 lon) lon -= 360; fxLon.SetValue(MathHelper.ToRadians(lon)); // -pi - pi modified = true; } if (modified) { SetAxis(); } base.Update(gameTime); } void SetAxis() { float rad = MathHelper.ToRadians(lat); float y = (float)Math.Sin(rad); float r = (float)Math.Cos(rad); rad = MathHelper.ToRadians(lon); float z = (float)Math.Cos(rad) * r; float x = (float)Math.Sin(rad) * r; Vector3 v = new Vector3(x, y, z); v.Normalize(); fxAxis.SetValue(v); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; GraphicsDevice.SetVertexBuffer(vertexBuffer); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); } foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, cross, 0, 2); } // fps fpsDraw++; if (gameTime.TotalGameTime.Seconds != fpsSec) { fpsCount = fpsDraw; fpsDraw = 0; fpsSec = gameTime.TotalGameTime.Seconds; } sprite.Begin(); string text = string.Format("fps={0} lat={1 f1} lon={2 f1}", fpsCount, lat, lon); sprite.DrawString(font, text, new Vector2(0, 0), Color.Red); sprite.End(); base.Draw(gameTime); } } } Effect1.fx // XnaTexture2D4 正距方位図法 texture EarthMap; float centerLatRad; float centerLonRad; float aspect; float3 axis; sampler TextureSampler = sampler_state { texture = EarthMap ; minfilter = linear; magfilter = linear; }; struct VertexShaderInput { float4 Position POSITION0; float2 TexCoord TEXCOORD0; }; struct VertexShaderOutput { float4 Position POSITION0; float2 TexCoord TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.TexCoord = input.TexCoord; return output; } float4 MulQ(float4 q1, float4 q2) { float4 q; q.x = (q1.w * q2.x) + (q1.x * q2.w) + (q1.y * q2.z) - (q1.z * q2.y); q.y = (q1.w * q2.y) + (q1.y * q2.w) + (q1.z * q2.x) - (q1.x * q2.z); q.z = (q1.w * q2.z) + (q1.z * q2.w) + (q1.x * q2.y) - (q1.y * q2.x); q.w = (q1.w * q2.w) - (q1.x * q2.x) - (q1.y * q2.y) - (q1.z * q2.z); return q; } float4 PixelShaderFunction(VertexShaderOutput input) COLOR0 { float x = input.TexCoord.x * 2.0f - 1.0f; // -1 - 1 float y = input.TexCoord.y * 2.0f - 1.0f; // -1 - 1 x *= aspect; // 距離(=回転軸からの角度)0 - 1 float dist = sqrt(x * x + y * y); if (1.0f dist) { discard; } if (abs(dist - 0.5f) 0.0015f) { return float4(1, 1, 0, 1); } // 方位角(=回転する角度)-pi - pi float angleRad = atan2(x, -y); // 回転する座標 float4 p; float rad = centerLatRad + radians(dist * 180.0f); p.y = sin(rad); float r = cos(rad); p.z = cos(centerLonRad) * r; p.x = sin(centerLonRad) * r; p.w = 0; // 回転 float4 rot; angleRad *= 0.5f; rot.xyz = axis * sin(angleRad); rot.w = cos(angleRad); float4 conj; conj.xyz = -rot.xyz; conj.w = rot.w; float4 q = MulQ(MulQ(conj, p), rot); float lat = 90.0f - degrees(asin(q.y)); float lon = 180.0f + degrees(atan2(q.x, q.z)); float eps = 0.2f / (0.2f + dist); if (lat % 10.0f eps || lon % 15.0f eps) { return float4(1, 1, 1, 1); } float2 t; t.x = lon / 360.0f; t.y = lat / 180.0f; return tex2D(TextureSampler, t); } technique Technique1 { pass Pass1 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }
https://w.atwiki.jp/pqjp/pages/69.html
?xml version="1.0"? TextLibrary Text tag="[QUEST_Q0Q3_ACTION]" Fight the Zombie /Text Text tag="[QUEST_Q0Q3_FAILURE]" The Sorcerer lives to fight another day! You must try again. /Text Text tag="[QUEST_Q0Q3_MESSAGE]" Darkhunter cunningly leads you through the Skell Marshes until you find the Sorcerer and his Zombie. /Text Text tag="[QUEST_Q0Q3_REWARD]" You have helped Darkhunter defeat the evil Sorcerer, and you help yourselves to some of his treasure as a reward. /Text Text tag="[QUEST_Q0Q3_QMNAME0]" Giant Zombie /Text Text tag="[QUEST_Q0Q3_QMHELP0]" This is a Giant Zombie, and its Battle and Life Points are higher than normal. /Text /TextLibrary
https://w.atwiki.jp/acidman/pages/6.html
赤橙 Limited Edition 盤種 CDシングル(12cm) 発売日 2002年10月9日 Track 1. 赤橙 2. scene of 創 #3 Comment 名前 コメント
https://w.atwiki.jp/japanpatriot/pages/71.html
政治家・有識者・著名人 藤井厳喜 https //twitter.com/GemkiFujii 渡邉哲也 http //twitter.com/daitojimari 田母神俊雄 http //twitter.com/toshio_tamogami 西村幸祐 http //twitter.com/kohyu1952 三橋貴明 http //twitter.com/TK_Mitsuhashi 藤岡弘、 http //twitter.com/samuraihiroshi 一般の方 支那豚の楽園ブログの管理人様 http //twitter.com/pigzhina 本当の日本の歴史ブログの管理人様 http //twitter.com/rekishi21
https://w.atwiki.jp/darui_program/pages/249.html
今回は、入門的なシェーダーを行います。 シェーダーでテクスチャマッピングを行います。 シェーダーでテクスチャマッピングを行うには、 テクスチャとテクスチャ座標が必要になります。 テクスチャとテクスチャ座標をシェーダーに渡してしまえば、 後は、ピクセルシェーダーでtex2Dという関数を使いポリゴンに貼り付けるだけです。 テクスチャの読み込み用の補助クラスをトゥーンの最後のほうに置いてあるのでzipをダウンロードして フォルダ内のTGATexture.hとTGATexture.cppをプロジェクトに追加してください。 テクスチャの読み込みやテクスチャをシェーダーに渡す方法などは、トゥーンシェーダーを参考にしてください。 今までどおりにトーラスを表示するとテクスチャは張られないので今回は 板ポリゴンを表示してテクスチャを張りますので描画部分のトーラスを表示する関数を以下のように修正してください。 修正部分 cgSetPassState( pass ); { glBegin( GL_QUADS ); glNormal3f( 0.0f, 0.0f, 1.0f ); glTexCoord2f( 0.0f, 0.0f ); glVertex3f( -1.0f, 1.0f, 0.0f ); glTexCoord2f( 0.0f, 1.0f ); glVertex3f( -1.0f, -1.0f, 0.0f ); glTexCoord2f( 1.0f, 1.0f ); glVertex3f( 1.0f, -1.0f, 0.0f ); glTexCoord2f( 1.0f, 0.0f ); glVertex3f( 1.0f, 1.0f, 0.0f ); glEnd(); } //パスのリセット cgResetPassState( pass ); 以下実装 //グローバル変数宣言 float4x4 world; //ワールド行列 float4x4 view; //ビュー行列 float4x4 projection; //プロジェクション行列 sampler2D base; //テクスチャ //入力頂点構造体 struct VS_INPUT { float4 position POSITION; //頂点座標 float3 normal NORMAL; //法線ベクトル float2 texcoord TEXCOORD0; //テクスチャ座標 float4 color COLOR00; //色 }; //出力頂点構造体 struct VS_OUTPUT { float4 position POSITION; //頂点座標 float3 normal TEXCOORD1; //法線ベクトル float2 texcoord TEXCOORD0; //テクスチャ座標 float4 color COLOR0; //色 }; //頂点シェーダー VS_OUTPUT vs_main( VS_INPUT input, uniform float4x4 world, uniform float4x4 view, uniform float4x4 projection ) { VS_OUTPUT output; float4x4 WV = mul( world, view ); //法線ベクトルの座標変換 output.normal = mul(input.normal,(float3x3)WV); float4x4 WVP = mul( WV, projection ); //頂点座標の座標変換 output.position = mul(input.position,WVP); //テクスチャ座標を設定 output.texcoord = input.texcoord; //色を設定 output.color = input.color; return output; } //入力ピクセル構造体 struct PS_INPUT { float2 texcoord TEXCOORD0; //テクスチャ座標 float4 color COLOR0; //色 }; float4 ps_main( PS_INPUT input, uniform sampler2D base ) COLOR0 { return tex2D( base, input.texcoord ) * input.color; } technique texturemapping { //パスの指定 pass Pass_0 { VertexProgram = compile arbvp1 vs_main( world,view, projection ); FragmentProgram = compile arbfp1 ps_main( base ); } } 以下のように表示されると思います。
https://w.atwiki.jp/whitebrowser/pages/138.html
//----------------------------------------------------------------------- //** showTextMenu /** テキストユーティリティメニューを表示 * @paramtext テキスト *///--------------------------------------------------------------------- メソッド一覧