49 lines
1 KiB
HLSL
49 lines
1 KiB
HLSL
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struct a2v
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{
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float4 pos: POSITION;
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float4 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float2 lmtc: TEXCOORD1;
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float4 vcol: COLOR0;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_model, inp.pos);
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outp.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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outp.tc = inp.tc.xy;
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outp.lmtc = inp.tc.zw;
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outp.vcol = inp.vcol;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D shaderTexture[5];
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SamplerState SampleType;
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float4 main (v2f inp) : SV_TARGET
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{
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return float4(1,1,1,1);
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// float4 m = shaderTexture[4].Sample(SampleType, inp.tc) ;
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// return inp.vcol*float4(m.aaa,1.0)*(
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// shaderTexture[0].Sample(SampleType, inp.tc)*m.r
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// + shaderTexture[1].Sample(SampleType, inp.tc)*m.g
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// + shaderTexture[2].Sample(SampleType, inp.tc)*m.b
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// + shaderTexture[3].Sample(SampleType, inp.tc)*1.0 - (m.r + m.g + m.b))
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// ;
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}
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#endif
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