UV Texturkoordinaten ergaenzt;

V2 struct fuer UV Koordinaten ergaenzt;

git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@16 24008968-59e6-ed4c-a10b-0b2c954b24ab
This commit is contained in:
mikeb
2021-06-30 16:00:14 +00:00
parent 0f6bfcdc4b
commit ce923a77fb
6 changed files with 33 additions and 19 deletions
+6 -3
View File
@@ -1,17 +1,18 @@
struct VertexShaderInput {
// Per Vertex
float4 pos : VERTEX_POSITION;
float4 uvst : COORDINATES;
float2 uv : UV_VERTEX;
uint vid : SV_VertexID;
// Per Instance
float4 pos_size : INSTANCE_POSITION_SIZE;
uint tile_type : TILE_TYPE;
float4 uv0uv1 : UV_INSTANCE;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float4 uvst : COORDINATES;
float4 uv0uv1 : COORDINATES;
uint tile_type : TILE_TYPE;
};
@@ -46,7 +47,9 @@ VertexShaderOutput main(VertexShaderInput input) {
//output.pos.xy = mul(pos, input.pos.xyz).xy;
output.pos.zw = float2(0, 1);
output.uvst = input.uvst;
output.uv0uv1.zw = float2(0, 0);
output.uv0uv1.xy = lerp(input.uv0uv1.xy, input.uv0uv1.zw, input.uv.xy);
output.tile_type = input.tile_type;
return output;