diff --git a/examples/10.Shaders/main.cpp b/examples/10.Shaders/main.cpp index 2cc89b5..0286cc9 100644 --- a/examples/10.Shaders/main.cpp +++ b/examples/10.Shaders/main.cpp @@ -288,6 +288,11 @@ int main() To demonstrate this, we create two materials with a different base material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR. + The role of the base material is to set the alpha (transparency) + and blending settings as used in the base material. Avoid the + EMT_NORMAL_... or EMT_PARALLAX... types as base materials as they + are internally shaders themselves and will only create conflicts with + your shaders. */ // create materials diff --git a/media/d3d9.hlsl b/media/d3d9.hlsl index 07809e5..ff52d6f 100644 --- a/media/d3d9.hlsl +++ b/media/d3d9.hlsl @@ -19,12 +19,17 @@ struct VS_OUTPUT float4 Position : POSITION; // vertex position float4 Diffuse : COLOR0; // vertex diffuse color float2 TexCoord : TEXCOORD0; // tex coords +// float3 Tangent : TEXCOORD1; // Not used in this example, but additional values can be passed on as tex coords +// float3 Binormal : TEXCOORD2; // Not used in this example, but additional values can be passed on as tex coords }; -VS_OUTPUT vertexMain(in float4 vPosition : POSITION, - in float3 vNormal : NORMAL, - float2 texCoord : TEXCOORD0 ) +VS_OUTPUT vertexMain( in float4 vPosition : POSITION + , in float3 vNormal : NORMAL + , float2 texCoord : TEXCOORD0 + //,float3 Tangent : TEXCOORD1; // Used for Tangent when working with S3DVertexTangents + //,float3 Binormal : TEXCOORD2; // Used for Binormal when working with S3DVertexTangents + ) { VS_OUTPUT Output; diff --git a/tests/tests-last-passed-at.txt b/tests/tests-last-passed-at.txt index 3a1f3d8..922e932 100644 --- a/tests/tests-last-passed-at.txt +++ b/tests/tests-last-passed-at.txt @@ -1,4 +1,4 @@ Tests finished. 72 tests of 72 passed. Compiled as DEBUG -Test suite pass at GMT Thu Nov 17 16:31:49 2022 +Test suite pass at GMT Thu Jan 05 13:43:13 2023