Home | History | Annotate | Download | only in PhoneXamlDirect3DApp1Comp
      1 cbuffer ModelViewProjectionConstantBuffer : register(b0)
      2 {
      3     matrix model;
      4     matrix view;
      5     matrix projection;
      6 };
      7 
      8 struct VertexInputType
      9 {
     10     float4 position : POSITION;
     11     float2 tex : TEXCOORD0;
     12 };
     13 
     14 struct PixelInputType
     15 {
     16     float4 position : SV_POSITION;
     17     float2 tex : TEXCOORD0;
     18 };
     19 
     20 
     21 ////////////////////////////////////////////////////////////////////////////////
     22 // Vertex Shader
     23 ////////////////////////////////////////////////////////////////////////////////
     24 PixelInputType main(VertexInputType input)
     25 {
     26     PixelInputType output;
     27 
     28     // Change the position vector to be 4 units for proper matrix calculations.
     29     input.position.w = 1.0f;
     30 
     31     // Calculate the position of the vertex against the world, view, and projection matrices.
     32     output.position = mul(input.position, model);
     33     output.position = mul(output.position, view);
     34     output.position = mul(output.position, projection);
     35     // Store the texture coordinates for the pixel shader.
     36     output.tex = input.tex;
     37 
     38     return output;
     39 }
     40