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); }
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); }
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); }
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); }
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); }