anti_aliasing.hlsl
src/4.advanced_d3d11/11.1.anti_aliasing/anti_aliasing.hlsl · 43 lines
// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view;
float4x4 projection;
float3 view_position;
};
struct vs_in
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
// Position and normal in world space, where the lighting is done.
struct vs_out
{
float4 position : SV_Position;
float3 world : WORLD;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
vs_out vs_main(vs_in v)
{
vs_out o;
float4 world = mul(model, float4(v.position, 1.0));
o.world = world.xyz;
o.position = mul(projection, mul(view, world));
o.normal = mul((float3x3)normal_matrix, v.normal);
o.uv = v.uv;
return o;
}
float4 ps_main(vs_out p) : SV_Target
{
return float4(0.0, 1.0, 0.0, 1.0);
}