2025-11-28 00:35:46 +09:00

89 lines
2.2 KiB
HLSL

//<Snippetdxgisample_fx>
// 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() ) );
}
}
//</Snippetdxgisample_fx>