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