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Sep 21st, 2017
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  1. D3D11_TEXTURE2D_DESC desc;
  2. desc.Width = width;
  3. desc.Height = height;
  4. desc.MipLevels = 1;
  5. desc.ArraySize = 1;
  6. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  7. desc.SampleDesc.Count = 1;
  8. desc.SampleDesc.Quality = 0;
  9. desc.Usage = D3D11_USAGE_DEFAULT;
  10. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  11. desc.CPUAccessFlags = 0;
  12. desc.MiscFlags = 0;
  13.  
  14. struct VS_INPUT
  15. {
  16. float4 Pos : POSITION;
  17. float2 tex : TEXCOORD0;
  18. };
  19.  
  20. cbuffer World
  21. {
  22. matrix WorldMat;
  23. matrix ViewMat;
  24. matrix ProjMat;
  25. };
  26.  
  27. struct PS_INPUT
  28. {
  29. float4 Pos : SV_POSITION;
  30. float2 tex : TEXCOORD0;
  31. };
  32.  
  33. PS_INPUT VS( VS_INPUT input )
  34. {
  35. PS_INPUT output = (PS_INPUT)0;
  36. output.Pos = mul(input.Pos, WorldMat);
  37. output.Pos = mul(output.Pos, ViewMat);
  38. output.Pos = mul(output.Pos, ProjMat);
  39. output.tex = input.tex;
  40. float2 texCoord = input.tex;
  41. output.tex = texCoord;
  42. return output;
  43. }
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