Mikemon/assets/shader/basic_vertex_shader.hlsl
mikeb 5ccc22deae added defer.h for better free() use;
to create multiple textures in one array is now possible;
swapping textures with mouseclick;
added some textures;

git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@7 24008968-59e6-ed4c-a10b-0b2c954b24ab
2021-02-27 17:13:03 +00:00

53 lines
1.0 KiB
HLSL

struct VertexShaderInput {
// Per Vertex
float4 pos : VERTEX_POSITION;
float4 uvst : COORDINATES;
uint vid : SV_VertexID;
// Per Instance
float4 pos_size : INSTANCE_POSITION_SIZE;
uint tile_type : TILE_TYPE;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float4 uvst : COORDINATES;
uint tile_type : TILE_TYPE;
};
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
float2 rect_pos = input.pos_size.xy;
float2 rect_size = input.pos_size.zw;
float3x3 coord_sys = {
2, 0, -1,
0, -2, 1,
0, 0, 1
};
input.pos_size.xy = mul(coord_sys, float3(input.pos_size.xy, 1)).xy;
float3x3 pos = {
1, 0, input.pos_size.x,
0, 1, input.pos_size.y,
0, 0, 1
};
float3x3 size = {
rect_size.x, 0, 0,
0, rect_size.y, 0,
0, 0, 1
};
output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
//output.pos.xy = mul(pos, input.pos.xyz).xy;
output.pos.zw = float2(0, 1);
output.uvst = input.uvst;
output.tile_type = input.tile_type;
return output;
}