public FragmentInput VS(PositionTexture input)
        {
            FragmentInput output;

            output.Position = Load(MultisampleTex2D, Sampler, input.TexCoords, 0);
            return(output);
        }
        public VertexOutput VS(PositionTexture input)
        {
            float x;

            switch (Something)
            {
            case 0:
                x = -5;
                break;

            case 1:
            {
                x = 3;
                break;
            }

            default:
                x = 0;
                break;
            }

            VertexOutput output;

            output.Position = new Vector4(x, 1, 1, 1);
            return(output);
        }
Example #3
0
        public VertexOutput VS(PositionTexture input)
        {
            VertexOutput output;
            Vector4      worldPosition = Mul(World, new Vector4(input.Position, 1));
            Vector4      viewPosition  = Mul(View, worldPosition);

            output.Position     = Mul(Projection, viewPosition);
            output.TextureCoord = input.TextureCoord;
            return(output);
        }
Example #4
0
        public VertexOutput VS(PositionTexture input)
        {
            Matrix4x4 World      = StructuredInput[0];
            Matrix4x4 View       = StructuredInput[1];
            Matrix4x4 Projection = StructuredInput[2];

            VertexOutput output;
            Vector4      worldPosition = Mul(World, new Vector4(input.Position, 1));
            Vector4      viewPosition  = Mul(View, worldPosition);

            output.Position     = Mul(Projection, viewPosition);
            output.TextureCoord = input.TextureCoord;
            return(output);
        }
Example #5
0
        public VertexOutput VS(PositionTexture input)
        {
            VertexOutput output;

            if (SkinningEnabled)
            {
                output.Position = new Vector4(1, 1, 1, 1);
            }
            else
            {
                output.Position = new Vector4(0, 1, 1, 1);
            }
            return(output);
        }
Example #6
0
        public VertexOutput VS(PositionTexture input)
        {
            VertexOutput output;

            if (SkinningEnabled)
            {
                output.Position = new Vector4(1, 1, 1, 1);
            }
            else
            {
                output.Position = new Vector4(0, 1, 1, 1);
            }
            float l  = 0;
            uint  l2 = (uint)l;
            uint  l3 = 0xFFu;

            return(output);
        }
        public VertexOutput VS(PositionTexture input)
        {
            VertexOutput output;

            if (SkinningEnabled)
            {
                output.Position = new Vector4(1, 1, 1, 1);
            }
            else
            {
                output.Position = new Vector4(0, 1, 1, 1);
            }
            float l  = 0;
            uint  l2 = (uint)l;

#pragma warning disable CS0219 // Variable is assigned but its value is never used
            uint l3 = 0xFFu;
#pragma warning restore CS0219 // Variable is assigned but its value is never used
            return(output);
        }