Minimal.fx
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Version vom 30. August 2012, 11:57 Uhr von Steffen.binas (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „uniform extern float4x4 gWVP : WorldViewProjection; uniform extern texture gTexture0; →erste Textur: sampler Texture0Sampler = sampler_state { Texture = <g…“)
uniform extern float4x4 gWVP : WorldViewProjection; uniform extern texture gTexture0; /* erste Textur */
sampler Texture0Sampler = sampler_state {
Texture = <gTexture0>; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = MIRROR; AddressV = MIRROR;
};
struct OutputVS { float4 posH: POSITION0; float2 tex0: TEXCOORD0; };
OutputVS mainVS(float3 pos : POSITION, float2 tex0: TEXCOORD0) { OutputVS outVS;
outVS.tex0 = tex0.xy; // Texturekoordinaten übergeben outVS.posH = mul(float4(pos.xyz, 1.0), gWVP); // Vertexkoordinaten transformieren
return outVS; }
float4 mainPS(float2 tex0: TEXCOORD0) : COLOR {
return tex2D(Texture0Sampler, tex0);
}
technique technique0 { pass p0 { VertexShader = compile vs_2_0 mainVS(); PixelShader = compile ps_2_0 mainPS(); CullMode = None; FillMode = Solid; } }