ScarletBlackMarket/script/sample/SampleVS01_HLSL.txt

54 lines
1.2 KiB
Plaintext

sampler samp0_ : register(s0);
//2 top-level semantics are provided by the engine in the case of 2D render objects:
// WORLD:
// Contains the transformation matrix of the render object.
// VIEWPROJECTION:
// Contains the projection*camera matrix, used for correctly tranforming vertices to screen-space coordinates.
float4x4 g_mWorld : WORLD;
float4x4 g_mViewProj : VIEWPROJECTION;
float frame_;
struct VS_INPUT {
float4 position : POSITION;
float4 diffuse : COLOR0;
float2 texCoord : TEXCOORD0;
};
struct PS_INPUT {
float4 position : POSITION;
float4 diffuse : COLOR0;
float2 texCoord : TEXCOORD0;
};
struct PS_OUTPUT {
float4 color : COLOR0;
};
PS_INPUT mainVS(VS_INPUT inVs) {
PS_INPUT outVs;
outVs.diffuse = inVs.diffuse;
outVs.texCoord = inVs.texCoord;
outVs.position = mul(inVs.position, g_mWorld);
outVs.position = mul(outVs.position, g_mViewProj);
outVs.position.z = 1.0f;
return outVs;
}
PS_OUTPUT mainPS(PS_INPUT inPs) {
PS_OUTPUT outPs;
outPs.color = tex2D(samp0_, inPs.texCoord - float2(frame_, 0)) * inPs.diffuse;
return outPs;
}
technique Render {
pass P0 {
VertexShader = compile vs_2_0 mainVS();
PixelShader = compile ps_2_0 mainPS();
}
}