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Fixed indentation in file and comments in spanish
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AVinitzca committed Sep 25, 2024
1 parent e3aab90 commit d2e2069
Showing 1 changed file with 21 additions and 21 deletions.
42 changes: 21 additions & 21 deletions TGC.MonoGame.Samples/Content/Effects/SphereVertexShader.fx
Original file line number Diff line number Diff line change
@@ -1,10 +1,10 @@
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif

// Custom Effects - https://docs.monogame.net/articles/content/custom_effects.html
Expand All @@ -20,30 +20,30 @@ uniform float Time = 0;

struct VertexShaderInput
{
// Posicion en espacio local
float4 Position : POSITION0;
float3 Normal : NORMAL0;
// Local Space Position
float4 Position : POSITION0;
float3 Normal : NORMAL0;
};

struct VertexShaderOutput
{
// Posicion en espacio de proyeccion
float4 Position : SV_POSITION;
// Projection Space Position
float4 Position : SV_POSITION;
};

VertexShaderOutput MainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
VertexShaderOutput output = (VertexShaderOutput)0;

input.Position.x += 0.05 * sin(input.Position.y * 10.0 + Time * 10.0);
input.Position.x += 0.05 * sin(input.Position.y * 10.0 + Time * 10.0);

// Local a Mundo
// Local to World
float4 worldPosition = mul(input.Position, World);
// Mundo a Vista
// World to View
float4 viewPosition = mul(worldPosition, View);

// Vista a Proyeccion
// View to Projection
output.Position = mul(viewPosition, Projection);

return output;
Expand All @@ -56,10 +56,10 @@ float4 MainPS(VertexShaderOutput input) : COLOR

technique BaseTechnique
{
pass P0
{
VertexShader = compile VS_SHADERMODEL MainVS();
PixelShader = compile PS_SHADERMODEL MainPS();
}
pass P0
{
VertexShader = compile VS_SHADERMODEL MainVS();
PixelShader = compile PS_SHADERMODEL MainPS();
}
};

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