This tutorial is part of a Collection: 03. DirectX 11 - Braynzar Soft Tutorials
rate up
0
rate down
5956
views
bookmark
13. Pixel Clipping

This is a very short lesson on how to quickly and efficiently clip pixels from being drawn to the screen.

There are no files for this tutorial
##Introduction## This is a very short lesson on how we can use the clip() function in the shader file to stop the current pixel from processing if the alpha value is near 0. An example of the clip function in use: clip(alpha - .25); This will clip the pixel if the alpha value is .25 or less. How the clip function works, is if the value is less than zero, then it will stop the pixel shader completely from further processing, and no data will be written to the render target OR the depth/stencil buffer. ##Global Declarations## In order to see the back side of the cage, we need to disable backface culling. We do this by creating a new render state. ID3D11RasterizerState* noCull; ##Clean Up## Don't forget void CleanUp() { //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); squareVertBuffer->Release(); squareIndexBuffer->Release(); VS->Release(); PS->Release(); VS_Buffer->Release(); PS_Buffer->Release(); vertLayout->Release(); depthStencilView->Release(); depthStencilBuffer->Release(); cbPerObjectBuffer->Release(); ///////////////**************new**************//////////////////// noCull->Release(); ///////////////**************new**************//////////////////// } ##New Image File## We will load in a png image file, as it contains an alpha component. Usually I use jpg, but jpg does not conatain an alpha component. We load in the cage texture here. hr = D3DX11CreateShaderResourceViewFromFile( d3d11Device, L"Cage.png", NULL, NULL, &CubesTexture, NULL ); ##No Backface Culling## We create a new rasterizer state (render state) to disable backface culling so we can see the backside of our cage. Render states will be explained in a later lesson. D3D11_RASTERIZER_DESC rastDesc; ZeroMemory(&rastDesc, sizeof(D3D11_RASTERIZER_DESC)); rastDesc.FillMode = D3D11_FILL_SOLID; rastDesc.CullMode = D3D11_CULL_NONE; d3d11Device->CreateRasterizerState(&rastDesc, &noCull); ##Set the Render State## We will render the objects that use the default render state first, then render the objects that use the no backface culling state. To set the render state to default, we set NULL for the argument, then render the objects that use the default render state. Next we set the render state to the one we created when initializing our scene, which will disable backface culling so we are able to see the backside of our cage. We will pass in our noCull render state. d3d11DevCon->RSSetState(NULL); //Draw objects that will use backface culling d3d11DevCon->RSSetState(noCull); ##Clipping Pixels## ( clip() ) Now we jump into our shader file, where we have modified our PS. The first thing you can see is we have created a new float4 variable, which will hold the color and alpha value of the pixel, and set it to the correct texel in our image. Then we call the function clip(), where we specify diffuse.a - .25. We use .25 because after filtering the pixel, its alpha value can become blurred, and may not equal exactly zero, so we will give it a little room. Any pixel who's alpha value is less than .25 will be clipped, meaning it will not be rendered to the screen. Then if the clip function did not end the PS, we return the pixels color (diffuse). float4 PS(VS_OUTPUT input) : SV_TARGET { float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); clip(diffuse.a - .25); return diffuse; } I hope that was short enough for you! Now we have another technique we can play with when making our video games! ##Exercise:## 1. Try using other values in the clip function, and different textures. Here's the final code: main.cpp: //Include and link appropriate libraries and headers// #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") #pragma comment(lib, "d3dx10.lib") #include <windows.h> #include <d3d11.h> #include <d3dx11.h> #include <d3dx10.h> #include <xnamath.h> //Global Declarations - Interfaces// IDXGISwapChain* SwapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DevCon; ID3D11RenderTargetView* renderTargetView; ID3D11Buffer* squareIndexBuffer; ID3D11DepthStencilView* depthStencilView; ID3D11Texture2D* depthStencilBuffer; ID3D11Buffer* squareVertBuffer; ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3D10Blob* VS_Buffer; ID3D10Blob* PS_Buffer; ID3D11InputLayout* vertLayout; ID3D11Buffer* cbPerObjectBuffer; ID3D11ShaderResourceView* CubesTexture; ID3D11SamplerState* CubesTexSamplerState; ///////////////**************new**************//////////////////// ID3D11RasterizerState* noCull; ///////////////**************new**************//////////////////// //Global Declarations - Others// LPCTSTR WndClassName = L"firstwindow"; HWND hwnd = NULL; HRESULT hr; const int Width = 300; const int Height = 300; XMMATRIX WVP; XMMATRIX cube1World; XMMATRIX cube2World; XMMATRIX camView; XMMATRIX camProjection; XMVECTOR camPosition; XMVECTOR camTarget; XMVECTOR camUp; XMMATRIX Rotation; XMMATRIX Scale; XMMATRIX Translation; float rot = 0.01f; //Function Prototypes// bool InitializeDirect3d11App(HINSTANCE hInstance); void CleanUp(); bool InitScene(); void UpdateScene(); void DrawScene(); bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed); int messageloop(); LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); //Create effects constant buffer's structure// struct cbPerObject { XMMATRIX WVP; }; cbPerObject cbPerObj; //Vertex Structure and Vertex Layout (Input Layout)// struct Vertex //Overloaded Vertex Structure { Vertex(){} Vertex(float x, float y, float z, float u, float v) : pos(x,y,z), texCoord(u, v){} XMFLOAT3 pos; XMFLOAT2 texCoord; }; D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = ARRAYSIZE(layout); int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitializeDirect3d11App(hInstance)) //Initialize Direct3D { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitScene()) //Initialize our scene { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); CleanUp(); return 0; } bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed) { typedef struct _WNDCLASS { UINT cbSize; UINT style; WNDPROC lpfnWndProc; int cbClsExtra; int cbWndExtra; HANDLE hInstance; HICON hIcon; HCURSOR hCursor; HBRUSH hbrBackground; LPCTSTR lpszMenuName; LPCTSTR lpszClassName; } WNDCLASS; WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2); wc.lpszMenuName = NULL; wc.lpszClassName = WndClassName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return 1; } hwnd = CreateWindowEx( NULL, WndClassName, L"Lesson 4 - Begin Drawing", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL ); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return 1; } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } bool InitializeDirect3d11App(HINSTANCE hInstance) { //Describe our SwapChain Buffer DXGI_MODE_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); bufferDesc.Width = Width; bufferDesc.Height = Height; bufferDesc.RefreshRate.Numerator = 60; bufferDesc.RefreshRate.Denominator = 1; bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = hwnd; swapChainDesc.Windowed = TRUE; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //Create our SwapChain hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); //Create our BackBuffer ID3D11Texture2D* BackBuffer; hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer ); //Create our Render Target hr = d3d11Device->CreateRenderTargetView( BackBuffer, NULL, &renderTargetView ); BackBuffer->Release(); //Describe our Depth/Stencil Buffer D3D11_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = Width; depthStencilDesc.Height = Height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; //Create the Depth/Stencil View d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer); d3d11Device->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView); //Set our Render Target d3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, depthStencilView ); return true; } void CleanUp() { //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); squareVertBuffer->Release(); squareIndexBuffer->Release(); VS->Release(); PS->Release(); VS_Buffer->Release(); PS_Buffer->Release(); vertLayout->Release(); depthStencilView->Release(); depthStencilBuffer->Release(); cbPerObjectBuffer->Release(); ///////////////**************new**************//////////////////// noCull->Release(); ///////////////**************new**************//////////////////// } bool InitScene() { //Compile Shaders from shader file hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0); //Create the Shader Objects hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS); hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS); //Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); //Create the vertex buffer Vertex v[] = { // Front Face Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f), Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f), Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f), // Back Face Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f), Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 1.0f), Vertex( 1.0f, 1.0f, 1.0f, 0.0f, 0.0f), Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f), // Top Face Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f), Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f), Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f), Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 1.0f), // Bottom Face Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f), Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f), Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f), Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 0.0f), // Left Face Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f), Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f), Vertex(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f), Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f), // Right Face Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f), Vertex( 1.0f, 1.0f, -1.0f, 0.0f, 0.0f), Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, 1.0f, 1.0f, 1.0f), }; DWORD indices[] = { // Front Face 0, 1, 2, 0, 2, 3, // Back Face 4, 5, 6, 4, 6, 7, // Top Face 8, 9, 10, 8, 10, 11, // Bottom Face 12, 13, 14, 12, 14, 15, // Left Face 16, 17, 18, 16, 18, 19, // Right Face 20, 21, 22, 20, 22, 23 }; D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) ); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * 12 * 3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = indices; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &squareIndexBuffer); d3d11DevCon->IASetIndexBuffer( squareIndexBuffer, DXGI_FORMAT_R32_UINT, 0); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 24; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = v; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &squareVertBuffer); //Set the vertex buffer UINT stride = sizeof( Vertex ); UINT offset = 0; d3d11DevCon->IASetVertexBuffers( 0, 1, &squareVertBuffer, &stride, &offset ); //Create the Input Layout hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout ); //Set the Input Layout d3d11DevCon->IASetInputLayout( vertLayout ); //Set Primitive Topology d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); //Create the Viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; //Set the Viewport d3d11DevCon->RSSetViewports(1, &viewport); //Create the buffer to send to the cbuffer in effect file D3D11_BUFFER_DESC cbbd; ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC)); cbbd.Usage = D3D11_USAGE_DEFAULT; cbbd.ByteWidth = sizeof(cbPerObject); cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbbd.CPUAccessFlags = 0; cbbd.MiscFlags = 0; hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer); //Camera information camPosition = XMVectorSet( 0.0f, 3.0f, -8.0f, 0.0f ); camTarget = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f ); camUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); //Set the View matrix camView = XMMatrixLookAtLH( camPosition, camTarget, camUp ); //Set the Projection matrix camProjection = XMMatrixPerspectiveFovLH( 0.4f*3.14f, (float)Width/Height, 1.0f, 1000.0f); ///////////////**************new**************//////////////////// hr = D3DX11CreateShaderResourceViewFromFile( d3d11Device, L"Cage.png", NULL, NULL, &CubesTexture, NULL ); ///////////////**************new**************//////////////////// // Describe the Sample State D3D11_SAMPLER_DESC sampDesc; ZeroMemory( &sampDesc, sizeof(sampDesc) ); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; //Create the Sample State hr = d3d11Device->CreateSamplerState( &sampDesc, &CubesTexSamplerState ); ///////////////**************new**************//////////////////// D3D11_RASTERIZER_DESC rastDesc; ZeroMemory(&rastDesc, sizeof(D3D11_RASTERIZER_DESC)); rastDesc.FillMode = D3D11_FILL_SOLID; rastDesc.CullMode = D3D11_CULL_NONE; d3d11Device->CreateRasterizerState(&rastDesc, &noCull); ///////////////**************new**************//////////////////// return true; } void UpdateScene() { //Keep the cubes rotating rot += .0005f; if(rot > 6.26f) rot = 0.0f; //Reset cube1World cube1World = XMMatrixIdentity(); //Define cube1's world space matrix XMVECTOR rotaxis = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); Rotation = XMMatrixRotationAxis( rotaxis, rot); Translation = XMMatrixTranslation( 0.0f, 0.0f, 4.0f ); //Set cube1's world space using the transformations cube1World = Translation * Rotation; //Reset cube2World cube2World = XMMatrixIdentity(); //Define cube2's world space matrix Rotation = XMMatrixRotationAxis( rotaxis, -rot); Scale = XMMatrixScaling( 1.3f, 1.3f, 1.3f ); //Set cube2's world space matrix cube2World = Rotation * Scale; } void DrawScene() { //Clear our backbuffer float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)}; d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor); //Refresh the Depth/Stencil view d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); ///////////////**************new**************//////////////////// //Enable the Default Rasterizer State d3d11DevCon->RSSetState(NULL); //Draw objects that will use backface culling //Turn off backface culling d3d11DevCon->RSSetState(noCull); ///////////////**************new**************//////////////////// //Set the WVP matrix and send it to the constant buffer in effect file WVP = cube1World * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetShaderResources( 0, 1, &CubesTexture ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); //Draw the first cube d3d11DevCon->DrawIndexed( 36, 0, 0 ); WVP = cube2World * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetShaderResources( 0, 1, &CubesTexture ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); //Draw the second cube d3d11DevCon->DrawIndexed( 36, 0, 0 ); //Present the backbuffer to the screen SwapChain->Present(0, 0); } int messageloop(){ MSG msg; ZeroMemory(&msg, sizeof(MSG)); while(true) { BOOL PeekMessageL( LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilterMax, UINT wRemoveMsg ); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else{ // run game code UpdateScene(); DrawScene(); } } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_KEYDOWN: if( wParam == VK_ESCAPE ){ DestroyWindow(hwnd); } return 0; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); } Effects.fx: cbuffer cbPerObject { float4x4 WVP; }; Texture2D ObjTexture; SamplerState ObjSamplerState; struct VS_OUTPUT { float4 Pos : SV_POSITION; float2 TexCoord : TEXCOORD; }; VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD) { VS_OUTPUT output; output.Pos = mul(inPos, WVP); output.TexCoord = inTexCoord; return output; } float4 PS(VS_OUTPUT input) : SV_TARGET { float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); clip(diffuse.a - .25); return diffuse; }