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September 16, 2021 14:10
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| #ifndef STRUCTURES_FXH | |
| #define STRUCTURES_FXH | |
| struct PSInput | |
| { | |
| float4 position : SV_Position; | |
| float4 color : COLOR0; | |
| float2 texCoord : TEXCOORD0; | |
| }; | |
| //----------------------------------------------------------------------------- | |
| // Structurs.fxh | |
| // | |
| // Microsoft XNA Community Game Platform | |
| // Copyright (C) Microsoft Corporation. All rights reserved. | |
| //----------------------------------------------------------------------------- | |
| // Vertex shader input structures. | |
| struct VSInput | |
| { | |
| float4 Position : POSITION0; | |
| }; | |
| struct VSInputVc | |
| { | |
| float4 Position : POSITION0; | |
| float4 Color : COLOR; | |
| }; | |
| struct VSInputTx | |
| { | |
| float4 Position : POSITION0; | |
| float2 TexCoord : TEXCOORD0; | |
| }; | |
| struct VSInputTxVc | |
| { | |
| float4 Position : POSITION0; | |
| float2 TexCoord : TEXCOORD0; | |
| float4 Color : COLOR; | |
| }; | |
| struct VSInputNm | |
| { | |
| float4 Position : POSITION0; | |
| float3 Normal : NORMAL; | |
| }; | |
| struct VSInputNmVc | |
| { | |
| float4 Position : POSITION0; | |
| float3 Normal : NORMAL; | |
| float4 Color : COLOR; | |
| }; | |
| struct VSInputNmTx | |
| { | |
| float4 Position : POSITION0; | |
| float3 Normal : NORMAL; | |
| float2 TexCoord : TEXCOORD0; | |
| }; | |
| struct VSInputNmTxVc | |
| { | |
| float4 Position : POSITION0; | |
| float3 Normal : NORMAL; | |
| float2 TexCoord : TEXCOORD0; | |
| float4 Color : COLOR; | |
| }; | |
| struct VSInputTx2 | |
| { | |
| float4 Position : POSITION0; | |
| float2 TexCoord : TEXCOORD0; | |
| float2 TexCoord2 : TEXCOORD1; | |
| }; | |
| struct VSInputTx2Vc | |
| { | |
| float4 Position : POSITION0; | |
| float2 TexCoord : TEXCOORD0; | |
| float2 TexCoord2 : TEXCOORD1; | |
| float4 Color : COLOR; | |
| }; | |
| struct VSInputNmTxWeights | |
| { | |
| float4 Position : POSITION0; | |
| float3 Normal : NORMAL; | |
| float2 TexCoord : TEXCOORD0; | |
| int4 Indices : BLENDINDICES0; | |
| float4 Weights : BLENDWEIGHT0; | |
| }; | |
| // Vertex shader output structures. | |
| struct VSOutput | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| float4 Specular : COLOR1; | |
| }; | |
| struct VSOutputNoFog | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| }; | |
| struct VSOutputTx | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| float4 Specular : COLOR1; | |
| float2 TexCoord : TEXCOORD0; | |
| }; | |
| struct VSOutputTxNoFog | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| float2 TexCoord : TEXCOORD0; | |
| }; | |
| struct VSOutputPixelLighting | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 PositionWS : TEXCOORD0; | |
| float3 NormalWS : TEXCOORD1; | |
| float4 Diffuse : COLOR0; | |
| }; | |
| struct VSOutputPixelLightingTx | |
| { | |
| float4 PositionPS : SV_Position; | |
| float2 TexCoord : TEXCOORD0; | |
| float4 PositionWS : TEXCOORD1; | |
| float3 NormalWS : TEXCOORD2; | |
| float4 Diffuse : COLOR0; | |
| }; | |
| struct VSOutputTx2 | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| float4 Specular : COLOR1; | |
| float2 TexCoord : TEXCOORD0; | |
| float2 TexCoord2 : TEXCOORD1; | |
| }; | |
| struct VSOutputTx2NoFog | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| float2 TexCoord : TEXCOORD0; | |
| float2 TexCoord2 : TEXCOORD1; | |
| }; | |
| struct VSOutputTxEnvMap | |
| { | |
| float4 PositionPS : SV_Position; | |
| float4 Diffuse : COLOR0; | |
| float4 Specular : COLOR1; | |
| float2 TexCoord : TEXCOORD0; | |
| float3 EnvCoord : TEXCOORD1; | |
| }; | |
| #endif /* STRUCTURES_FXH */ |
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