struct a2v { float4 pos: POSITION; float4 tc: TEXCOORD0; float3 norm: NORMAL; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; float4 col: TEXCOORD2; }; #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.col = ((inp.norm.z<0.73)?float4(0.5, 0.5, 0.5, 1):float4(0.25, 0.25, 0.5, 1)); return outp; } #endif #ifdef FRAGMENT_SHADER Texture2D shaderTexture; SamplerState SampleType; float4 main (v2f inp) : SV_TARGET { return inp.col * shaderTexture.Sample(SampleType, inp.lmtc); } #endif