//////////////////////////////////////////////////////////////////////////////// // Filename: texture.vs //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 normal : NORMAL; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType TextureVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); //output.position = mul(projectionMatrix, output.position); //output.position = input.position; // Store the texture coordinates for the pixel shader. output.tex = input.tex; return output; }