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