Correct VertexShader

This commit is contained in:
lanariel 2013-11-29 10:44:04 +01:00
parent 469ccaab6c
commit 07a616b252
1 changed files with 8 additions and 23 deletions

View File

@ -1,28 +1,13 @@
#include "Debug.hlsl" #include "Debug.hlsl"
{
matrix View;
float4x4 Projection;
}
cbuffer PerModel : register(b1)
{
matrix World;
}
struct VertexIn VertexOut main( VertexIn input )
{ {
float3 pos : POSITION; VertexOut outp;
float2 UV : TEXCOORD; outp.Wpos = mul( World, float4(input.pos,1) );
float3 normal : NORMAL;
};
float4 main( VertexIn input ) : SV_POSITION
{
float4 postTransform = mul( World, float4(input.pos,1) );
//float4 postTransform = float4(input.pos,1);
//return postTransform;
//return mul(View, float4(input.pos,1));
matrix VP = mul(Projection, View); matrix VP = mul(Projection, View);
//matrix WVP = mul(World, VP); outp.Pos = mul(VP, outp.Wpos );
return mul(VP, postTransform ); outp.UV = input.UV;
outp.Normal = input.normal;
return outp;
} }