Graphics Reference
In-Depth Information
// Constants
cbuffer Transforms
{
matrix WorldMatrix;
matrix WorldViewMatrix;
matrix WorldViewProjMatrix;
};
cbuffer MatProperties
{
float3 SpecularAlbedo;
float SpecularPower;
};
// Textures/Samplens,
Texture2D Diffus^Map : register( t0 );
SamplerState AnisoSampler : register( s0 );
// Input/Output structures
struct VSInput
{
float4 Position
: POSITION;
float2 TexCoord
: TEXCOORDS0;
float3 Normal
: NORMAL;
};
struct VSOutput
{
float4 PositionCS
: SV_Position;
float2 TexCoord
: TEXCOORD;
float3 NormalWS
: NORMALWS;
float3 PositionWS
: POSITIONWS;
};
struct PSInput
{
float4 PositionSS
: SV_Position;
float2 TexCoord
: TEXCOORD;
float3 NormalWS
: NORMALWS;
float3 PositionWS
: POSITIONWS;
};
struct PSOutput
{
float4 Normal
: SV_Target0;
float4 DiffuseAlbedo
: SV_Targetl;
float4 SpecularAlbedo
: SV_Target2;
float4 Position
: SV_Target3;
};
// 6-Buffer vertex shader
VSOutput VSMain( in VSInput input )
{
VSOutput output;
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