25 lines
538 B
HLSL
25 lines
538 B
HLSL
#include "common.hlsl"
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struct input
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{
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float2 pos : pos; // given as world
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float2 uv : uv; // always a quad
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float4 color : color;
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};
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// Output structure from the vertex shader to the pixel shader
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struct output
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{
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float4 pos : SV_Position; // Clip-space position
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float2 uv : TEXCOORD0; // Texture coordinates
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float4 color : COLOR0; // Interpolated vertex color
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};
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output main(input i)
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{
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output o;
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o.pos = mul(world_to_projection, float4(i.pos,0,1));
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o.uv = i.uv;
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o.color = i.color;
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return o;
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} |