1 // THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
2 // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
3 // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
6 // Copyright (c) Microsoft Corporation. All rights reserved
7 //----------------------------------------------------------------------
9 struct VertexShaderInput
11 float4 origin : TRANSFORM0;
12 float2 offset : TRANSFORM1;
13 float rotation : TRANSFORM2;
14 float4 textureCellInfo : TRANSFORM3;
15 float4 color : COLOR0;
18 struct GeometryShaderInput
20 float4 origin : TRANSFORM0;
21 float2 offset : TRANSFORM1;
22 float rotation : TRANSFORM2;
23 float4 textureCellInfo : TRANSFORM3;
24 float4 color : COLOR0;
27 // This shader simply passes per-sprite instance data to the geometry shader.
29 GeometryShaderInput main(VertexShaderInput input)
31 GeometryShaderInput ret;
32 ret.origin = input.origin;
33 ret.offset = input.offset;
34 ret.rotation = input.rotation;
35 ret.textureCellInfo = input.textureCellInfo;
36 ret.color = input.color;