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 10:02:17 +01:00
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2013-11-20 16:51:53 +01:00
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float4 main( float4 pos : POSITION ) : SV_POSITION
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{
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matrix VP = mul(View, Projection);
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matrix WVP = mul(World, VP);
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return mul(WVP, pos);
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}
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