sampler samp0_ : register(s0); //The 4-by-4 matrix linked to WORLDVIEWPROJ semantic is provided by the engine. // It is used to transform world coordinates to device coordinates. float4x4 g_mWorldViewProj : WORLDVIEWPROJ : register(c0); struct VS_INPUT { //Vertex data float4 position : POSITION; float4 diffuse : COLOR0; float2 texCoord : TEXCOORD0; //Instance data float4 i_color : COLOR1; float4 i_xyz_pos_x_scale : TEXCOORD1; //Pack: (x pos, y pos, z pos, x scale) float4 i_yz_scale_xy_ang : TEXCOORD2; //Pack: (y scale, z scale, x angle, y angle) float4 i_z_ang_extra : TEXCOORD3; //Pack: (z angle, extra 1, extra 2, extra 3) }; struct PS_INPUT { float4 position : POSITION; float4 diffuse : COLOR0; float2 texCoord : TEXCOORD0; float exAlpha : FOG; }; PS_INPUT mainVS(VS_INPUT inVs) { PS_INPUT outVs; float3 t_scale = float3(inVs.i_xyz_pos_x_scale.w, inVs.i_yz_scale_xy_ang.xy); float2 ax = float2(sin(inVs.i_yz_scale_xy_ang.z), cos(inVs.i_yz_scale_xy_ang.z)); float2 ay = float2(sin(inVs.i_yz_scale_xy_ang.w), cos(inVs.i_yz_scale_xy_ang.w)); float2 az = float2(sin(inVs.i_z_ang_extra.x), cos(inVs.i_z_ang_extra.x)); //Creates the transformation matrix. float4x4 matInstance = float4x4( float4( t_scale.x * (ay.y * az.y - ax.x * ay.x * az.x), t_scale.x * (-ax.y * az.x), t_scale.x * (ay.x * az.y + ax.x * ay.y * az.x), 0 ), float4( t_scale.y * (ay.y * az.x + ax.x * ay.x * az.y), t_scale.y * (ax.y * az.y), t_scale.y * (ay.x * az.x - ax.x * ay.y * az.y), 0 ), float4( t_scale.z * (-ax.y * ay.x), t_scale.z * (ax.x), t_scale.z * (ax.y * ay.y), 0 ), float4(inVs.i_xyz_pos_x_scale.x, inVs.i_xyz_pos_x_scale.y, inVs.i_xyz_pos_x_scale.z, 1) ); outVs.diffuse = inVs.diffuse * inVs.i_color; outVs.texCoord = inVs.texCoord; outVs.position = mul(inVs.position, matInstance); outVs.position = mul(outVs.position, g_mWorldViewProj); outVs.position.z = 1.0f; outVs.exAlpha = saturate(inVs.i_z_ang_extra.y); return outVs; } float4 mainPS(PS_INPUT inPs) : COLOR0 { float4 color = tex2D(samp0_, inPs.texCoord) * inPs.diffuse; color.a *= inPs.exAlpha; return color; } technique Render { pass P0 { VertexShader = compile vs_2_0 mainVS(); PixelShader = compile ps_3_0 mainPS(); } }