//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
-// Constant Buffer Variables
+// \92è\90\94\83o\83b\83t\83@
//--------------------------------------------------------------------------------------
Texture2D txDiffuse : register( t0 );
SamplerState samLinear : register( s0 );
cbuffer cbNeverChanges : register( b0 )
{
matrix View;
+ float4 vLightDir[2];
+ float4 vLightColor[2];
};
cbuffer cbChangeOnResize : register( b1 )
//--------------------------------------------------------------------------------------
+// \92¸\93_\8fî\95ñ
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
};
+// \83s\83N\83Z\83\8b\8fî\95ñ
struct PS_INPUT
{
float4 Pos : SV_POSITION;
//--------------------------------------------------------------------------------------
-// Vertex Shader
+// \92¸\93_\83V\83F\81[\83_\81[
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
- PS_INPUT output = (PS_INPUT)0;
- output.Pos = mul( input.Pos, World );
+ // \8fo\97Í\97p\95Ï\90\94\82Ì\8f\89\8aú\89»
+ PS_INPUT output = (PS_INPUT)0;
+
+ // \83\8d\81[\83J\83\8b\8dÀ\95W\82©\82ç\83\8f\81[\83\8b\83h\8dÀ\95W\82Ö\82Ì\95Ï\8a·
+ output.Pos = mul( input.Pos, World );
+ // \83J\83\81\83\89
output.Pos = mul( output.Pos, View );
+ // \8eË\89e\95Ï\8a·
output.Pos = mul( output.Pos, Projection );
+ // \83e\83N\83X\83`\83\83\83}\83b\83s\83\93\83O\82Ì\8dÀ\95W\95Ï\8a·\81i\8d¡\89ñ\82Í\95Ï\8a·\82Í\82µ\82È\82¢\81j
output.Tex = input.Tex;
-
+ // \8fo\97Í\82ð\95Ô\82·\81B
return output;
}