fx文件:
1 float4x4 matWorld; 2 float Time=1.0f; 3 4 struct VS_OUTPUT 5 { 6 float4 Pos :POSITION; 7 float4 Color :COLOR; 8 }; 9 10 VS_OUTPUT VS(float4 Pos:POSITION,float4 Color:COLOR) 11 { 12 VS_OUTPUT Out=(VS_OUTPUT)0; 13 float4 pos1=Pos; 14 pos1.y+= cos( Time*2.0f)+5; 15 Out.Pos=mul(pos1,matWorld); 16 Out.Color=Color; 17 return Out; 18 } 19 20 float4 PS(VS_OUTPUT vsout): COLOR 21 { 22 return vsout.Color; 23 } 24 25 technique RenderScene 26 { 27 pass P0 28 { 29 CullMode=None; 30 vertexShader=compile vs_1_1 VS(); 31 pixelShader=compile ps_2_0 PS(); 32 } 33 }