Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- float4x4 viewProjection;
- struct VS_INPUT
- {
- float4 vPosition: POSITION;
- float3 vNormal : NORMAL;
- float4 color : COLOR;
- float2 texCoord : TEXCOORD0;
- float4 W0 : TEXCOORD1;
- float4 W1 : TEXCOORD2;
- float4 W2 : TEXCOORD3;
- float4 W3 : TEXCOORD4;
- //float4 Stemp : TEXCOORD5;
- };
- struct VS_OUTPUT
- {
- float4 Position :POSITION; // vertex position
- float2 tcoord : TEXCOORD1;
- };
- VS_OUTPUT vsmain(VS_INPUT Inputs)
- {
- VS_OUTPUT tout;
- float4x4 transformation = float4x4(Inputs.W0, Inputs.W1, Inputs.W2, Inputs.W3);
- float4 pos = mul(Inputs.vPosition, transformation);
- tout.Position = mul(pos, viewProjection);
- tout.tcoord = Inputs.texCoord;
- return tout;
- }
- Texture2D tex1 : register(t0);
- //TODO find out why only s1 works and not s0?
- SamplerState sampler1 : register(s1);
- float4 psmain(VS_OUTPUT input) : SV_Target
- {
- return tex1.Sample(sampler1, input.tcoord);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement