1.项目后端整体迁移至PaddleOCR-NCNN算法,已通过基本的兼容性测试 2.工程改为使用CMake组织,后续为了更好地兼容第三方库,不再提供QMake工程 3.重整权利声明文件,重整代码工程,确保最小化侵权风险 Log: 切换后端至PaddleOCR-NCNN,切换工程为CMake Change-Id: I4d5d2c5d37505a4a24b389b1a4c5d12f17bfa38c
		
			
				
	
	
		
			40 lines
		
	
	
		
			1023 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1023 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
cbuffer ModelViewProjectionConstantBuffer : register(b0)
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{
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    matrix model;
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    matrix view;
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    matrix projection;
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};
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struct VertexInputType
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{
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    float4 position : POSITION;
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    float2 tex : TEXCOORD0;
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};
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struct PixelInputType
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{
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    float4 position : SV_POSITION;
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    float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType main(VertexInputType input)
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{
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    PixelInputType output;
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    // Change the position vector to be 4 units for proper matrix calculations.
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    input.position.w = 1.0f;
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    // Calculate the position of the vertex against the world, view, and projection matrices.
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    output.position = mul(input.position, model);
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    output.position = mul(output.position, view);
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    output.position = mul(output.position, projection);
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    // Store the texture coordinates for the pixel shader.
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    output.tex = input.tex;
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    return output;
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}
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