1 Texture2D txDiffuseA : register( t0 );
\r
2 Texture2D txDiffuseB : register( t1 );
\r
4 SamplerState samLinearA : register( s0 );
\r
5 SamplerState samLinearB : register( s1 );
\r
7 cbuffer cbNeverChanges : register( b0 )
\r
12 cbuffer cbChangeOnResize : register( b1 )
\r
17 cbuffer cbChangesEveryFrame : register( b2 )
\r
26 float4 Pos : POSITION;
\r
27 float2 Tex : TEXCOORD0;
\r
32 float4 Pos : SV_POSITION;
\r
33 float2 Tex : TEXCOORD0;
\r
37 float4 main( PS_INPUT input) : SV_Target
\r
39 PS_INPUT output = (PS_INPUT)0;
\r
40 output.Pos = mul( input.Pos, World );
\r
41 output.Pos = mul( output.Pos, View );
\r
42 output.Pos = mul( output.Pos, Projection );
\r
43 output.Tex = input.Tex;
\r
44 return txDiffuseA.Sample( samLinearA, output.Tex ) * vMeshColor;
\r