d3d10/main.fx

35 lines
644 B
HLSL

matrix World;
matrix View;
matrix Projection;
struct VS_OUTPUT
{
float4 Pos: SV_POSITION;
float4 Color : COLOR0;
};
VS_OUTPUT VS(float4 Pos : POSITION, float4 Color : COLOR)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = mul(Pos, World);
output.Pos = mul(output.Pos, View);
output.Pos = mul(output.Pos, Projection);
output.Color = Color;
return output;
}
float4 PS(VS_OUTPUT input) : SV_Target
{
return input.Color;
}
technique10 Render
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
}
}