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- cbuffer ModelViewProjectionConstantBuffer : register(b0)
- {
- matrix model;
- matrix view;
- matrix projection;
- };
- struct VertexInputType
- {
- float4 position : POSITION;
- float2 tex : TEXCOORD0;
- };
- struct PixelInputType
- {
- float4 position : SV_POSITION;
- float2 tex : TEXCOORD0;
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Vertex Shader
- ////////////////////////////////////////////////////////////////////////////////
- PixelInputType main(VertexInputType input)
- {
- PixelInputType output;
- // Change the position vector to be 4 units for proper matrix calculations.
- input.position.w = 1.0f;
- // Calculate the position of the vertex against the world, view, and projection matrices.
- output.position = mul(input.position, model);
- output.position = mul(output.position, view);
- output.position = mul(output.position, projection);
- // Store the texture coordinates for the pixel shader.
- output.tex = input.tex;
- return output;
- }
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