30 lines
595 B
HLSL
30 lines
595 B
HLSL
Texture2D cdTexture;
|
|
SamplerState cdSampler;
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 Pos : SV_POSITION;
|
|
float2 Uv : UV;
|
|
};
|
|
|
|
cbuffer CamBuffer : register( b0 )
|
|
{
|
|
matrix camWorld;
|
|
matrix camView;
|
|
matrix camProjection;
|
|
}
|
|
|
|
float4 pixelShaderMain(VS_OUTPUT input) : SV_Target
|
|
{
|
|
return cdTexture.Sample(cdSampler, input.Uv);
|
|
}
|
|
|
|
VS_OUTPUT vertexShaderMain( float4 Position : POSITION, float2 Uv : UV )
|
|
{
|
|
VS_OUTPUT output = (VS_OUTPUT)0;
|
|
output.Pos = mul( Position, camWorld );
|
|
output.Pos = mul( output.Pos, camView );
|
|
output.Pos = mul( output.Pos, camProjection );
|
|
output.Uv = Uv;
|
|
return output;
|
|
} |