跳到主要内容
← Vertex Transformations

Vertex Transformations

Non-uniform Scale

eezz

实时渲染 · 网格 HLSL

第 12 课:Non-uniform Scale

实现:eezz

实现

cbuffer Uniforms : register(b0) {
  float iTime;
};

struct VSInput {
  float3 position : Position;
};

struct VSOutput {
  float4 position : SV_Position;
};

VSOutput main(VSInput input) {
  VSOutput output;
  float wave = (cos(iTime)+ 1.0)/2.0;
  output.position = float4(input.position.x * wave,input.position.y,input.position.z, 1.0);
  return output;
}

复盘笔记

  • eezz