// // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. //TODO: dummy implementation / placeholder uniform extern float4x4 World; uniform extern float4x4 View; uniform extern float4x4 Projection; /* Texture2D Texture : register(t0); sampler TextureSampler : register(s0); */ struct VertexColorVertexShaderInput { float4 Position : POSITION; float4 Color : COLOR; }; struct PixelShaderInput { float4 Position : SV_POSITION; float4 Color : COLOR; float2 TexCoord0 : TEXCOORD0; }; PixelShaderInput VertexColorVertexShader( VertexColorVertexShaderInput input ) { PixelShaderInput output = (PixelShaderInput)0; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.Color = input.Color; output.TexCoord0 = (float2)0; return output; } float4 VertexColorPixelShader( PixelShaderInput input ) : SV_Target { return input.Color; } technique10 VertexColor { pass VertexColorPass { SetGeometryShader( 0 ); SetVertexShader( CompileShader( vs_4_0, VertexColorVertexShader() ) ); SetPixelShader( CompileShader( ps_4_0, VertexColorPixelShader() ) ); } }