shader.hlsl 616 B

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  1. cbuffer constants : register(b0) {
  2. float4x4 mvp;
  3. }
  4. struct vs_in {
  5. float2 position : POS;
  6. float2 uv : UV;
  7. float4 color : COL;
  8. float4 color2 : WAA;
  9. };
  10. struct vs_out {
  11. float4 position : SV_POSITION;
  12. float2 uv : UV;
  13. float4 color : COL;
  14. };
  15. Texture2D tex : register(t0);
  16. SamplerState smp : register(s0);
  17. vs_out vs_main(vs_in input) {
  18. vs_out output;
  19. output.position = mul(mvp, float4(input.position, 0, 1.0f));
  20. output.uv = input.uv;
  21. output.color = input.color2;
  22. return output;
  23. }
  24. float4 ps_main(vs_out input) : SV_TARGET {
  25. float4 c = tex.Sample(smp, input.uv);
  26. return c * input.color;
  27. }