EK
Size: a a a
EK
G
AI
const std::string shaderSource =
"struct PixelShaderInput\n"
"{\n"
" float3 color : COLOR0;\n"
"};\n\n"
"float4 main(PixelShaderInput input) : SV_TARGET\n"
"{\n"
" return float4(1.0f, 0.0f, 0.0f, 1.0f);\n"
"};";
ComPtr<ID3DBlob> pShaderCode = NULL;
ComPtr<ID3DBlob> errorBlob = NULL;
HRESULT hr = D3DCompile(
shaderSource.c_str(),
shaderSource.length(),
NULL,
NULL,
NULL,
"main",
"ps_5_0",
NULL,
NULL,
&pShaderCode,
&errorBlob);
AI
EK
AM
const std::string shaderSource =
"struct PixelShaderInput\n"
"{\n"
" float3 color : COLOR0;\n"
"};\n\n"
"float4 main(PixelShaderInput input) : SV_TARGET\n"
"{\n"
" return float4(1.0f, 0.0f, 0.0f, 1.0f);\n"
"};";
ComPtr<ID3DBlob> pShaderCode = NULL;
ComPtr<ID3DBlob> errorBlob = NULL;
HRESULT hr = D3DCompile(
shaderSource.c_str(),
shaderSource.length(),
NULL,
NULL,
NULL,
"main",
"ps_5_0",
NULL,
NULL,
&pShaderCode,
&errorBlob);
EK
AM
EK
EK
G
AM
EK
AG
МЕ