Graphics Reference
In-Depth Information
function, including each of the tessellation factor system value semantics. Both of the func-
tions for the hull shader are shown in Listing 8.4.
cbuffer SkinningTransforms
{
matrix WorldMatrix;
matrix ViewProjMatrix;
matrix SkinMatrices[6];
matrix SkinNormalMatrices[6];
};
cbuffer LightParameters
{
float3 LightPositionWS;
float4 LightColor;
).J
Texture2D ColorTexture
:
register( t0 );
Texture2D HeightTexture : register( t1 );
SamplerState LinearSampler : register(
s0
);
struct VS_INPUT
{
float3 position :
POSITION;
int4 bone :
BONEIDS;
float4 weights :
BONEWEIGHTS;
float3 normal :
NORMAL;
float2 tex
:
TEXC00RDS;
};
//
struct VS_OUTPUT
{
float4 position
:
SV_Position;
float3 normal
:
NORMAL;
float3 light
;
LIGHT;
float2 tex
:
TEXC00RDS;
};
//--
--
Struct HS_P0INT_0UTPUT
{
float4 position :
SV_Position;
float3 normal
:
NORMAL;
float3 light
:
LIGHT;
float2 tex
:
TEXC00RDS;
};
II
struct HS_PATCH_0UTPUT
{
float Edges[3] :
SV_TessFactor;
float Inside :
SV_InsideTessFactor;
}i
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