2013年04月25日

DX9中的Vertex Shader中的input
BINORMAL[n] Binormal float4
BLENDINDICES[n] Blend indices uint
BLENDWEIGHT[n] Blend weights float
COLOR[n] Diffuse and specular color float4
NORMAL[n] Normal vector float4
POSITION[n] Vertex position in object space. float4
POSITIONT Transformed vertex position. float4
PSIZE[n] Point size float
TANGENT[n] Tangent float4
TEXCOORD[n] Texture coordinates float4

DX9中Vertex Shader中的output
COLOR[n] Diffuse or specular color float4
FOG Vertex fog float
POSITION[n]

Position of a vertex in homogenous space. Compute position in screen-space by dividing (x,y,z) by w. Every vertex shader must write out a parameter with this semantic.
float4
PSIZE Point size float
TESSFACTOR[n] Tessellation factor float
TEXCOORD[n] Texture coordinates
float4


DX9中的像素着色器的input
COLOR[n] Diffuse or specular color. float4
TEXCOORD[n] Texture coordinates float4
VFACE
Floating-point scalar that indicates a back-facing primitive. A negative value faces backwards, while a positive value faces the camera.
float
VPOS The pixel location (x,y) in screen space. To convert a Direct3D 9 shader (that uses this semantic) to a Direct3D 10 shader, see Direct3D 9 VPOS and Direct3D 10 SV_Position)



float2
DX9中像素着色器的output
COLOR[n] Output color float4
DEPTH[n] Output depth     float

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