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sampler3D BaseSampler = sampler_state
{
MinFilter = Nearest;
MagFilter = Linear;
WrapS = Clamp;
WrapT = Clamp;
WrapR = Clamp;
};
void v_VolumeTextures
(
in float3 modelPosition : POSITION,
in float3 modelTCoord : TEXCOORD0,
out float4 clipPosition : POSITION,
out float3 vertexTCoord : TEXCOORD0,
uniform float4x4 PVWMatrix
)
{
// Transform the position from model space to clip space.
clipPosition = mul(PVWMatrix, float4(modelPosition,1.0f));
// Pass through the texture coordinate.
vertexTCoord = modelTCoord;
}
void p_VolumeTextures
(
in float3 vertexTCoord : TEXCOORD0,
out float4 pixelColor : COLOR,
uniform sampler3D BaseSampler
)
{
pixelColor = tex3D(BaseSampler, vertexTCoord);
}
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