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glitchy-engine-beef/Sandbox/content/Shaders/textureShader.hlsl
T

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HLSL

Texture2D ColorTexture;
SamplerState TextureSampler;
cbuffer SceneConstants
{
float4x4 ViewProjection = float4x4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
cbuffer ObjectConstants
{
float4x4 Transform;
}
cbuffer Constants
{
float4 BaseColor;
}
struct VS_IN
{
float3 Position : POSITION;
float4 Color : COLOR;
float2 TexCoord : TEXCOORD;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float4 Color : COLOR;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.Color = input.Color;
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
return input.Color * ColorTexture.Sample(TextureSampler, input.TexCoord);
}