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- cbuffer cbPerObject {
- float4x4 WVP;
- float t;
- };
- struct VS_OUTPUT {
- float4 Pos : SV_POSITION;
- float2 TexCoord: TEXCOORD0;
- float2 shadowTexCoords : TEXCOORD1;
- };
- VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD) {
- VS_OUTPUT output;
- output.Pos = mul(inPos, WVP);
- output.shadowTexCoords = float2((inPos.x / 64) + (t * .217), (inPos.z / 64) + (t * .398));
- output.TexCoord = inTexCoord;
- return output;
- }
- Texture2D terrainTex;
- Texture2D shadowTex;
- SamplerState SampleType;
- float4 PS(VS_OUTPUT input) : SV_TARGET {
- return terrainTex.Sample(SampleType, input.TexCoord) * shadowTex.Sample(SampleType, input.shadowTexCoords);
- }
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