28 lines
540 B
HLSL
28 lines
540 B
HLSL
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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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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float4 main( VertexIn input ) : SV_POSITION
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{
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float4 postTransform = mul( World, float4(input.pos,1) );
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//float4 postTransform = float4(input.pos,1);
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//return postTransform;
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//return mul(View, float4(input.pos,1));
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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, postTransform );
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} |