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- Texture2D txDiffuseA : register( t0 );
- Texture2D txDiffuseB : register( t1 );
- SamplerState samLinearA : register( s0 );
- SamplerState samLinearB : register( s1 );
- cbuffer cbNeverChanges : register( b0 )
- {
- matrix View;
- };
- cbuffer cbChangeOnResize : register( b1 )
- {
- matrix Projection;
- };
- cbuffer cbChangesEveryFrame : register( b2 )
- {
- matrix World;
- float4 vMeshColor;
- };
- struct VS_INPUT
- {
- float4 Pos : POSITION;
- float2 Tex : TEXCOORD0;
- };
- struct PS_INPUT
- {
- float4 Pos : SV_POSITION;
- float2 Tex : TEXCOORD0;
- };
- float4 main( PS_INPUT input) : SV_Target
- {
- PS_INPUT output = (PS_INPUT)0;
- output.Pos = mul( input.Pos, World );
- output.Pos = mul( output.Pos, View );
- output.Pos = mul( output.Pos, Projection );
- output.Tex = input.Tex;
- return txDiffuseA.Sample( samLinearA, output.Tex ) * vMeshColor;
- }
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