advanced_data.hlsl
src/4.advanced_d3d11/7.advanced_data/advanced_data.hlsl · 29 lines
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 view;
float4x4 projection;
};
struct water_vertex
{
float4 position : SV_Position;
float3 color : COLOR;
};
// POSITION comes from vertex buffer slot 0 and COLOR from slot 1; the
// shader cannot tell, the input layout joins them.
water_vertex vs_main(float3 position : POSITION, float3 color : COLOR)
{
water_vertex o;
o.position = mul(projection, mul(view, float4(position, 1.0)));
// Crests a little brighter, so the motion reads even in wireframe.
o.color = color * (0.8 + position.y);
return o;
}
float4 ps_main(water_vertex p) : SV_Target
{
return float4(p.color, 1.0);
}