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hello-cube.hlsl
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// VQE
// Copyright(C) 2020 - Volkan Ilbeyli
//
// This program is free software : you can redistribute it and / or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program.If not, see <http://www.gnu.org/licenses/>.
//
// Contact: [email protected]
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct PerFrame{}; // TODO
struct PerView {}; // TODO
struct PerObject{}; // TODO
cbuffer CBuffer : register(b0)
{
float4x4 matModelViewProj;
}
Texture2D texColor;
SamplerState Sampler;
PSInput VSMain(float4 position : POSITION, float4 color : COLOR, float2 uv : TEXCOORD0)
{
PSInput result;
result.position = mul(matModelViewProj, position);
result.color = color;
result.uv = uv;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
float3 ColorTex = texColor.SampleLevel(Sampler, input.uv, 0).rgb;
float3 ColorVert = input.color * 0.8f; // Dim the vert colors a bit... they're too bright and look uglier.
float3 Color = ColorVert * ColorTex;
return float4(Color, 1);
}