struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
};
struct v2f
float4 pos: SV_POSITION;
float2 lmtc: TEXCOORD1;
#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.lmtc = inp.lmtc;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
// Texture2D shaderTexture[5];
// SamplerState SampleType;
float4 main (v2f inp) : SV_TARGET
return float4(1,1,1,1);//shaderTexture[4].Sample(SampleType, inp.lmtc).bgr, 1.0);