//--------------------------------------------------------------------------------------
// 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);
}
// 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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