transformations.hlsl
src/1.getting_started/5.1.transformations/transformations.hlsl · 30 lines
// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)
cbuffer object : register(b0)
{
float4x4 transform;
};
Texture2D crate : register(t0);
Texture2D face : register(t1);
SamplerState linear_wrap : register(s0);
struct vs_out
{
float4 position : SV_Position;
float2 uv : TEXCOORD;
};
vs_out vs_main(float3 position : POSITION, float2 uv : TEXCOORD)
{
vs_out o;
o.position = mul(transform, float4(position, 1.0));
o.uv = uv;
return o;
}
float4 ps_main(vs_out p) : SV_Target
{
return lerp(crate.Sample(linear_wrap, p.uv), face.Sample(linear_wrap, p.uv), 0.2);
}