| Texture2D txDiffuseA : register( t0 ); | |
| Texture2D txDiffuseB : register( t1 ); | |
| SamplerState samLinearA : register( s0 ); | |
| SamplerState samLinearB : register( s1 ); | |
| cbuffer cbNeverChanges : register( b0 ) | |
| { | |
| matrix View; | |
| }; | |
| cbuffer cbChangeOnResize : register( b1 ) | |
| { | |
| matrix Projection; | |
| }; | |
| cbuffer cbChangesEveryFrame : register( b2 ) | |
| { | |
| matrix World; | |
| float4 vMeshColor; | |
| }; | |
| struct VS_INPUT | |
| { | |
| float4 Pos : POSITION; | |
| float2 Tex : TEXCOORD0; | |
| }; | |
| struct PS_INPUT | |
| { | |
| float4 Pos : SV_POSITION; | |
| float2 Tex : TEXCOORD0; | |
| }; | |
| float4 main( PS_INPUT input) : SV_Target | |
| { | |
| PS_INPUT output = (PS_INPUT)0; | |
| output.Pos = mul( input.Pos, World ); | |
| output.Pos = mul( output.Pos, View ); | |
| output.Pos = mul( output.Pos, Projection ); | |
| output.Tex = input.Tex; | |
| return txDiffuseA.Sample( samLinearA, output.Tex ) * vMeshColor; | |
| } |