2013-11-20 16:51:53 +01:00
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cbuffer PerFrame : register(b0)
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{
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matrix View;
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float4x4 Projection;
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}
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cbuffer PerModel : register(b1)
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{
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matrix World;
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}
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2013-11-21 13:50:43 +01:00
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struct VertexIn
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{
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float3 pos : POSITION;
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float2 UV : TEXCOORD;
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float3 normal : NORMAL;
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};
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2013-11-21 10:02:17 +01:00
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2013-11-21 13:50:43 +01:00
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float4 main( VertexIn input ) : SV_POSITION
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2013-11-20 16:51:53 +01:00
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{
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2013-11-21 23:54:12 +01:00
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float4 postTransform = float4(input.pos*0.1f,1);
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postTransform.y += 1.5f;
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//return postTransform;
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return mul(float4(input.pos*0.1f,1), View);
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//matrix VP = mul(Projection,View);
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//matrix WVP = mul(World, VP);
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//return mul(VP, float4(input.pos*0.01f,1));
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2013-11-20 16:51:53 +01:00
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}
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