Texture sampling
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1113
25_sampler.cpp
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1113
25_sampler.cpp
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File diff suppressed because it is too large
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1142
26_texture_mapping.cpp
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1142
26_texture_mapping.cpp
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File diff suppressed because it is too large
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@@ -242,16 +242,16 @@ add_chapter (24_texture_image
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TEXTURES images/texture.jpg
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LIBS glm::glm)
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# add_chapter (25_sampler
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# SHADER 22_shader_ubo
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# TEXTURES images/texture.jpg
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# LIBS glm::glm)
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#
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# add_chapter (26_texture_mapping
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# SHADER 26_shader_textures
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# TEXTURES images/texture.jpg
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# LIBS glm::glm)
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#
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add_chapter (25_sampler
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SHADER 22_shader_ubo
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TEXTURES images/texture.jpg
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LIBS glm::glm)
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add_chapter (26_texture_mapping
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SHADER 26_shader_textures
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TEXTURES images/texture.jpg
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LIBS glm::glm)
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# add_chapter (27_depth_buffering
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# SHADER 27_shader_depth
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# TEXTURES images/texture.jpg
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34
shaders/26_shader_textures.slang
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34
shaders/26_shader_textures.slang
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@@ -0,0 +1,34 @@
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struct VSInput {
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float2 inPosition;
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float3 inColor;
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float2 inTexCoord;
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};
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struct UniformBuffer {
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float4x4 model;
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float4x4 view;
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float4x4 proj;
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};
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ConstantBuffer<UniformBuffer> ubo;
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struct VSOutput {
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float4 pos : SV_Position;
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float3 color;
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float2 fragTexCoord;
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};
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[shader("vertex")]
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VSOutput vertMain(VSInput input) {
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VSOutput output;
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output.color = input.inColor;
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output.pos = mul(ubo.proj, mul(ubo.view, mul(ubo.model, float4(input.inPosition, 0.0, 1.0))));
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output.fragTexCoord = input.inTexCoord;
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return output;
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}
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Sampler2D texture;
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[shader("fragment")]
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float4 fragMain(VSOutput vertIn) : SV_Target {
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return texture.Sample(vertIn.fragTexCoord);
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}
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