Files
glitchy-engine-beef/Sandbox/content/Shaders/textureColor.hlsl
T
Simon Lübeß 4dc6c916ae Reimplemented Renderer2D
- Renderer2D now static
- Renderer now calls Init and Deinit of Renderer2D
- Renderer2D  now calls Init and Deinit of FontRenderer
- Fixed Deinit order of Layers and renderer (e.g. Layers now deinit first)
- Sandbox2D now uses SandboxApp (only loads different layer)
2021-09-29 23:27:41 +02:00

42 lines
799 B
HLSL

Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 World;
// TODO: move ViewProjection to seperate cbuffer
float4x4 ViewProjection;
float4 Color;
float4 UVTransform;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(World, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = UVTransform.xy + UVTransform.zw * input.Texcoord;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
return Texture.Sample(Sampler, input.Texcoord) * Color;
}
#effect[VS=VS, PS=PS]