//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************
cbuffer SceneConstantBuffer : register(b0)
{
float4x4 world;
float4x4 view;
float4x4 projection;
};
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PSInput VSMain(float4 position : POSITION, float4 color : COLOR)
{
PSInput result;
result.position = mul(world, position);
result.position = mul(view, result.position);
result.position = mul(projection, result.position);
result.color = color;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
return input.color;
}
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************
cbuffer SceneConstantBuffer : register(b0)
{
float4x4 world;
float4x4 view;
float4x4 projection;
};
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PSInput VSMain(float4 position : POSITION, float4 color : COLOR)
{
PSInput result;
result.position = mul(world, position);
result.position = mul(view, result.position);
result.position = mul(projection, result.position);
result.color = color;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
return input.color;
}
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