Let us start here, from square one. No, from Zero!
This commit is contained in:
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
* original source
|
||||
* vs.1.1 //Shader version 1.1
|
||||
* dcl_position v0;
|
||||
* dcl_color v1;
|
||||
* dcl_texcoord0 v2;
|
||||
* m4x4 oPos, v0, c0
|
||||
* mul oD0, v1, c4
|
||||
* mov oT0.xy, v2
|
||||
*
|
||||
* build command
|
||||
* fxc.exe /Vi vertex-shader.hlsl /Fh vertex-shader.h /T vs_1_1 /E vs_main
|
||||
*/
|
||||
|
||||
float4x4 WorldViewProjection : register(c0);
|
||||
float4 ColorMultiply : register(c4);
|
||||
float2 ConstantHalfTexelFixupOffset : register(c63);
|
||||
|
||||
struct VS {
|
||||
float4 Position : POSITION; // dcl_position v0;
|
||||
float4 Color : COLOR; // dcl_color v1;
|
||||
float2 TexCoord : TEXCOORD0; // dcl_texcoord0 v2;
|
||||
};
|
||||
|
||||
VS vs_main(VS input)
|
||||
{
|
||||
VS output;
|
||||
|
||||
output.Position = mul(input.Position, WorldViewProjection); // m4x4 oPos, v0, c0
|
||||
output.Color.x = mul(input.Color.x, ColorMultiply.x); // mul oD0, v1, c4
|
||||
output.Color.y = mul(input.Color.y, ColorMultiply.y);
|
||||
output.Color.z = mul(input.Color.z, ColorMultiply.z);
|
||||
output.Color.w = mul(input.Color.w, ColorMultiply.w);
|
||||
output.TexCoord = input.TexCoord; // mov oT0.xy, v2
|
||||
|
||||
// fix texture position
|
||||
output.Position.xy += ConstantHalfTexelFixupOffset.xy * output.Position.w;
|
||||
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user