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- float4x4 World;
- float4x4 View;
- float4x4 Projection;
- struct VertexShaderInput
- {
- float4 Position : POSITION0;
- };
- struct VertexShaderOutput
- {
- float4 Position : POSITION0;
- };
- VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
- {
- VertexShaderOutput output;
- float4 worldPosition = mul(input.Position, World);
- float4 viewPosition = mul(worldPosition, View);
- output.Position = mul(viewPosition, Projection);
- return output;
- }
- float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
- {
- return float4(1, 0, 0, 1);
- }
- technique Technique1
- {
- pass Pass1
- {
- VertexShader = compile vs_1_1 VertexShaderFunction();
- PixelShader = compile ps_1_1 PixelShaderFunction();
- }
- }
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