<Vertex Shader>
float4x4 gWorldMatrix;
float4x4 gViewMatrix;
float4x4 gProjectionMatrix;
struct VS_INPUT
{
float4 mPosition : POSITION; //Vertex 좌표 //
float2 mTexCoord : TEXCOORD0; //UV 좌표 //
};
struct VS_OUTPUT
{
float4 mPosition : POSITION;
float2 mTexCoord : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output;
Output.mPosition = mul( Input.mPosition, gWorldMatrix );
Output.mPosition = mul( Output.mPosition, gViewMatrix );
Output.mPosition = mul( Output.mPosition, gProjectionMatrix );
Output.mTexCoord = Input.mTexCoord; // UV좌표 넣기 //
return Output;
}
<Pixel Shader>
sampler2D DiffuseSampler; //2D 텍스처의 텍셀(텍스처 픽셀)하나
struct PS_INPUT
{
float2 mTexCoord : TEXCOORD0; // : 상속 받는 것 //
};
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 albedo = tex2D(DiffuseSampler, Input.mTexCoord); // UV좌표에 해당하는 텍셀 얻기 //
return albedo.rgba;
}
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