struct a2v { float4 pos: POSITION; float4 tc: TEXCOORD0; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; }; #include #ifdef VERTEX_SHADER v2f main (a2v inp) { v2f outp; outp.pos = mul(m_model, inp.pos); outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); outp.tc = inp.tc.xy; outp.lmtc = inp.tc.zw; return outp; } #endif #ifdef FRAGMENT_SHADER // Texture2D shaderTexture[5]; // SamplerState SampleType; float4 main (v2f inp) : SV_TARGET { return float4(1,1,1,1);//shaderTexture[4].Sample(SampleType, inp.lmtc).bgr, 1.0); } #endif