Direct3D11 common shader changes.

This commit is contained in:
rextimmy 2016-03-20 21:50:21 +10:00
parent 1ff6f221fb
commit 3a9b50f702
283 changed files with 3547 additions and 1834 deletions

View file

@ -22,7 +22,7 @@
#define IN_HLSL
#include "shdrConsts.h"
#include "hlslStructs.h"
#include "hlslStructs.hlsl"
//-----------------------------------------------------------------------------
// Constants
@ -42,21 +42,20 @@ struct Conn
};
uniform float4x4 modelview : register(VC_WORLD_PROJ);
uniform float3x3 cubeTrans : register(VC_CUBE_TRANS);
uniform float3 cubeEyePos : register(VC_CUBE_EYE_POS);
uniform float3 inLightVec : register(VC_LIGHT_DIR1);
uniform float3 eyePos : register(VC_EYE_POS);
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Conn main( VertexIn_PNTTTB In,
uniform float4x4 modelview : register(VC_WORLD_PROJ),
uniform float3x3 cubeTrans : register(VC_CUBE_TRANS),
uniform float3 cubeEyePos : register(VC_CUBE_EYE_POS),
uniform float3 inLightVec : register(VC_LIGHT_DIR1),
uniform float3 eyePos : register(VC_EYE_POS)
)
Conn main( VertexIn_PNTTTB In)
{
Conn Out;
Out.HPOS = mul(modelview, In.pos);
Out.HPOS = mul(modelview, float4(In.pos,1.0));
Out.TEX0 = In.uv0;