[RenderMonkey] Globe
// Vertex Shader
struct VS_INPUT
{
float4 mPosition : POSITION;
float2 mTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 mPosition : POSITION;
float2 mTexCoord : TEXCOORD0;
};
float4x4 gWorldMatrix;
float4x4 gViewMatrix;
float4x4 gProjectionMatrix;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output;
Output.mPosition = mul(Input.mPosition, gWorldMatrix);
Output.mPosition = mul(Output.mPosition, gViewMatrix);
Output.mPosition = mul(Output.mPosition, gProjectionMatrix);
Output.mTexCoord = Input.mTexCoord;
return Output;
}
// Pixel Shader
sampler2D DiffuseSampler;
struct PS_INPUT
{
float2 mTexCoord : TEXCOORD0;
};
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 albedo = tex2D(DiffuseSampler, Input.mTexCoord);
return albedo.rgba;
}
// Stream Mapping
// 정점버퍼에서 올바른 UV좌표 값을 불러 오기 위하여 Usage > TEXCOORD, FLOAT2 추가