51 lines
943 B
HLSL

struct VSInput // vertex shader bemeneti struktúra
{
float3 position_D : POSITION;
float3 normal : NORMAL;
};
struct VSOutput // vertex shader kimeneti struktúra
{
float4 position_H : SV_Position;
float3 color : COLOR;
};
cbuffer CFrame : register(b0)
{
float4x4 transformMatrix;
float4x4 viewMatrix;
float4x4 projMatrix;
};
cbuffer CEntity : register(b1)
{
float4x4 worldMatrix;
float4 color;
}
VSOutput vs_main(VSInput input)
{
VSOutput output; // vertex shader kimenete
output.position_H = mul(float4(input.position_D, 1.0), mul(worldMatrix, mul(viewMatrix, projMatrix)));
output.color = color;
// TODO fények
return output;
}
struct PSOutput
{
float4 color : SV_Target;
};
PSOutput ps_main(VSOutput input)
{
PSOutput output;
//output.color = float4(0.0f, 1.0f, 0.0f, 1.0f);
output.color = float4(input.color, 1.0f);
return output;
}