coordinate_systems.hlsl
src/1.getting_started/6.1.coordinate_systems/coordinate_systems.hlsl · 38 lines
#pragma pack_matrix(row_major)
cbuffer object : register(b0)
{
float4x4 model;
float4x4 view;
float4x4 projection;
};
Texture2D crate : register(t0);
Texture2D face : register(t1);
SamplerState linear_wrap : register(s0);
struct vs_in
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
struct vs_out
{
float4 position : SV_Position;
float2 uv : TEXCOORD;
};
vs_out vs_main(vs_in v)
{
vs_out o;
o.position = mul(projection, mul(view, mul(model, float4(v.position, 1.0))));
o.uv = v.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);
}