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170422C++DirectX11テクスチャ - shaders.hlsl

shaders.hlsl
//--------------------------------------------------------------------------------------
// 定数バッファ変数
//--------------------------------------------------------------------------------------
Texture2D txDiffuse : register( t0 );
SamplerState samLinear : register( s0 );

cbuffer cbNeverChanges : register( b0 )
{
    matrix View;
};

cbuffer cbChangeOnResize : register( b1 )
{
    matrix Projection;
};

cbuffer cbChangesEveryFrame : register( b2 )
{
    matrix World;
};


//--------------------------------------------------------------------------------------
struct VS_INPUT
{
    float4 Pos : POSITION;
    float2 Tex : TEXCOORD0;
};

struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    float2 Tex : TEXCOORD0;
};


//--------------------------------------------------------------------------------------
// バーテックスシェーダ
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
    PS_INPUT output = (PS_INPUT)0;
    output.Pos = mul( input.Pos, World );
    output.Pos = mul( output.Pos, View );
    output.Pos = mul( output.Pos, Projection );
    output.Tex = input.Tex;
    
    return output;
}


//--------------------------------------------------------------------------------------
// ピクセルシェーダ
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
    return txDiffuse.Sample(samLinear, input.Tex);
}

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