/* * SimpleVertexShader.hlsl * ARToolKit5 * * A simple shader which does the basic transformation. * * This file is part of ARToolKit. * Partly based on official Microsoft DX samples. * * ARToolKit is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * ARToolKit is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with ARToolKit. If not, see . * * As a special exception, the copyright holders of this library give you * permission to link this library with independent modules to produce an * executable, regardless of the license terms of these independent modules, and to * copy and distribute the resulting executable under terms of your choice, * provided that you also meet, for each linked independent module, the terms and * conditions of the license of that module. An independent module is a module * which is neither derived from nor based on this library. If you modify this * library, you may extend this exception to your version of the library, but you * are not obligated to do so. If you do not wish to do so, delete this exception * statement from your version. * * Copyright 2015 Daqri, LLC. * * Author(s): Rene Schulte. * */ cbuffer ModelViewProjectionConstantBuffer : register(b0) { matrix modelView; matrix projection; }; struct VertexShaderInput { float3 pos : POSITION; float3 color : COLOR0; }; struct VertexShaderOutput { float3 color : COLOR0; float4 pos : SV_POSITION; }; VertexShaderOutput main(VertexShaderInput input) { VertexShaderOutput output; float4 pos = float4(input.pos, 1.0f); // Transform the vertex position into projected space. pos = mul(pos, modelView); pos = mul(pos, projection); output.pos = pos; // Pass through the color without modification. output.color = input.color; return output; }