Merge branch 'Sprites'

This commit is contained in:
StratiX0
2024-03-27 12:01:07 +01:00
40 changed files with 2819 additions and 357 deletions

View File

@@ -8,13 +8,12 @@
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float padding;
float padding;
};
@@ -25,7 +24,7 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 normal : NORMAL;
};
@@ -34,14 +33,14 @@ struct PixelInputType
////////////////////////////////////////////////////////////////////////////////
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
@@ -62,7 +61,7 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
color = saturate(color);
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
color = color * textureColor;
return color;
}
return color;
}