TombEngine/Build/Rain.fx

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2018-08-21 21:07:18 +02:00
struct VertexShaderInput
{
float3 Position : POSITION0;
float3 Normal : NORMAL0;
float2 TextureCoordinate : TEXCOORD0;
float4 Color : COLOR0;
float Bone : BLENDINDICES0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 Color : TEXCOORD0;
};
float4x4 View;
float4x4 Projection;
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 viewPosition = mul(float4(input.Position, 1.0f), View);
output.Position = mul(viewPosition, Projection);
output.Color = input.Color;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
return float4(input.Color.rgb, 0.0f);
}
technique Rain
{
pass Pass1
{
VertexShader = compile vs_3_0 VertexShaderFunction();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}