struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
float4 pos: SV_POSITION;
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture;
SamplerState SampleType;
float4 main (v2f inp) : SV_TARGET
return shaderTexture.Sample(SampleType, inp.tc) * inp.vcol;