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shaders.hlsl
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shaders.hlsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma pack_matrix(row_major)
cbuffer CB : register(b0)
{
float4x4 g_Transform;
};
void main_vs(
float3 i_pos : POSITION,
float2 i_uv : UV,
out float4 o_pos : SV_Position,
out float2 o_uv : UV
)
{
o_pos = mul(float4(i_pos, 1), g_Transform);
o_uv = i_uv;
}
Texture2D t_Texture : register(t0);
SamplerState s_Sampler : register(s0);
void main_ps(
in float4 i_pos : SV_Position,
in float2 i_uv : UV,
out float4 o_color : SV_Target0
)
{
o_color = t_Texture.Sample(s_Sampler, i_uv);
}