struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float3 Vel : VEL;
float Ma : MA;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
PS_INPUT VS2( VS_INPUT input )
{
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.Color = input.Color;
return output;
}
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#1lomateron
Posted 03 February 2012 - 04:59 AM
struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float3 Vel : VEL;
float Ma : MA;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
PS_INPUT VS( VS_INPUT input )
{
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.Color = input.Color;
return output;
}
{
float4 Pos : POSITION;
float4 Color : COLOR;
float3 Vel : VEL;
float Ma : MA;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
PS_INPUT VS( VS_INPUT input )
{
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.Color = input.Color;
return output;
}