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);
}
Part of rin-dx11, LearnOpenGL's lessons rewritten for Direct3D 11 and rin. Licensed CC BY-NC 4.0, after LearnOpenGL by Joey de Vries.