// // THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved //-------------------------------------------------------------------------------------- // File: dxgisample.fx // //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Constant Buffer Variables //-------------------------------------------------------------------------------------- Texture2D txDiffuse; SamplerState samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; cbuffer cbNeverChanges { matrix View; }; cbuffer cbChangeOnResize { matrix Projection; }; cbuffer cbChangesEveryFrame { matrix World; }; struct VS_INPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD; }; struct PS_INPUT { float4 Pos : SV_POSITION; float2 Tex : TEXCOORD0; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- PS_INPUT VS( VS_INPUT input ) { PS_INPUT output = (PS_INPUT)0; output.Pos = mul( input.Pos, World ); output.Pos = mul( output.Pos, View ); output.Pos = mul( output.Pos, Projection ); output.Tex = input.Tex; return output; } //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float4 PS( PS_INPUT input) : SV_Target { return txDiffuse.Sample( samLinear, input.Tex ); } //-------------------------------------------------------------------------------------- technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0_level_9_1, PS() ) ); } } //