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Aug 19th, 2017
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  1. //---------------------------------------------------------------------------------------
  2. // Copyright (c) 2011, Tamir Atias
  3. // All rights reserved.
  4. //
  5. // Redistribution and use in source and binary forms, with or without
  6. // modification, are permitted provided that the following conditions are met:
  7. //    * Redistributions of source code must retain the above copyright
  8. //      notice, this list of conditions and the following disclaimer.
  9. //    * Redistributions in binary form must reproduce the above copyright
  10. //      notice, this list of conditions and the following disclaimer in the
  11. //      documentation and/or other materials provided with the distribution.
  12. //    * Neither the name of the Tamir Atias nor the
  13. //      names of its contributors may be used to endorse or promote products
  14. //      derived from this software without specific prior written permission.
  15. //
  16. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
  17. // ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. // DISCLAIMED. IN NO EVENT SHALL TAMIR ATIAS BE LIABLE FOR ANY
  20. // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. //---------------------------------------------------------------------------------------
  27. struct VSIN
  28. {
  29.     float4 Pos : POSITION;
  30.     float2 UV : TEXCOORD;
  31. };
  32.  
  33. struct VSOUT
  34. {
  35.     float4 Pos : SV_POSITION;
  36.     float2 UV : TEXCOORD;
  37. };
  38.  
  39. cbuffer MatrixBuffer : register(b0)
  40. {
  41.     matrix World;
  42.     matrix View;
  43.     matrix Proj;
  44. }
  45.  
  46. VSOUT Main(VSIN In)
  47. {
  48.     VSOUT Out;
  49.     Out.Pos = mul(In.Pos, World);
  50.     Out.Pos = mul(Out.Pos, View);
  51.     Out.Pos = mul(Out.Pos, Proj);
  52.     Out.UV = In.UV;
  53.     return Out;
  54. }
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