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42 lines
873 B
HLSL
42 lines
873 B
HLSL
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#pragma pack_matrix( row_major )
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cbuffer SDL_VertexShaderConstants : register(b0)
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{
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matrix model;
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matrix view;
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matrix projection;
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};
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struct VertexShaderInput
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{
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float3 pos : POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct VertexShaderOutput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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VertexShaderOutput main(VertexShaderInput input)
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{
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VertexShaderOutput output;
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float4 pos = float4(input.pos, 1.0f);
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// Transform the vertex position into projected space.
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pos = mul(pos, model);
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pos = mul(pos, view);
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pos = mul(pos, projection);
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output.pos = pos;
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// Pass through texture coordinates and color values without transformation
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output.tex = input.tex;
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output.color = input.color;
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return output;
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}
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