Danbias/OysterGraphics/Shader/HLSL/BasicDemo.hlsl

22 lines
324 B
HLSL
Raw Normal View History

cbuffer everyFrame : register(c0)
{
matrix VP;
}
cbuffer everyObject : register(c1)
{
matrix world;
}
Texture2D Diffuse :register(t0);
float4 VSScene(float4 input : POSITION) : SV_Position
{
//return input;
return mul(input,VP);
}
float4 PSScene(float4 input : SV_Position) : SV_Target0
{
return float4(0,1,0,1);
}