26 lines
461 B
HLSL
26 lines
461 B
HLSL
#include "common.hlsli"
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// input
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struct v_vert
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{
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float4 pos : POSITION; // (float,float,float,1)
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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};
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// output
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struct v2p_L
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{
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float4 pos : SV_POSITION;
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float4 viewpos : TEXCOORD0;
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float4 color : COLOR0;
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};
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// Vertex
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v2p_L main(v_vert I)
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{
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v2p_L O;
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O.pos = mul(m_WVP, I.pos);
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O.viewpos = float4(mul(m_WV, I.pos), 1.0f);
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O.color = I.color.bgra; // swizzle vertex colour
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return O;
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}
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