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WinRT: included shaders in SDL library (moved from SDLWinRTTestApp)
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7974dae149
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@ -261,6 +261,24 @@
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<ClInclude Include="..\..\src\video\windowsrt\SDL_winrtrenderer.h" />
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<ClInclude Include="..\..\src\video\windowsrt\SDL_winrtvideo.h" />
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\..\src\video\windowsrt\SimplePixelShader.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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</FxCompile>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{aeaea3a2-d4e6-45b1-8ec6-53d84287fc14}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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@ -16,8 +16,8 @@ void SDL_winrtrenderer::CreateDeviceResources()
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{
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Direct3DBase::CreateDeviceResources();
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auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
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auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
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auto loadVSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimpleVertexShader.cso");
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auto loadPSTask = DX::ReadDataAsync("SDL_VS2012_WinRT\\SimplePixelShader.cso");
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auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
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DX::ThrowIfFailed(
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@ -1,9 +1,5 @@
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cbuffer ModelViewProjectionConstantBuffer : register(b0)
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{
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matrix model;
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matrix view;
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matrix projection;
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};
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//#pragma pack_matrix( row_major )
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struct VertexShaderInput
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{
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@ -20,16 +16,7 @@ struct VertexShaderOutput
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VertexShaderOutput main(VertexShaderInput input)
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{
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VertexShaderOutput output;
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float4 pos = float4(input.pos, 1.0f);
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// Transform the vertex position into projected space.
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pos = mul(pos, model);
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pos = mul(pos, view);
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pos = mul(pos, projection);
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output.pos = pos;
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// Pass through the color without modification.
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output.pos = float4(input.pos, 1.0f);
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output.color = input.color;
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return output;
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}
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