Question about Directx to Xna conversion
hi guys I am tring to convert a directx vertex structure for a grass shared to XNA, but cannot figure out? can any of the XNA team Help?
Friend Structure GrassVertex
' Methods
Shared Sub New()
GrassVertex.Format = (VertexFormats.Texture3 Or VertexFormats.Position)
End Sub
' Fields
Public Shared ReadOnly Format As VertexFormats
Public position As Vector3
Public u0 As Single
Public u1 As Single
Public v0 As Single
Public v1 As Single
End Structure
Below is the FX file:
//LANUIT Steve
//lanuits@hotmail.com
//
//HLSL GRASS
//
//technique GrassPS11 ( VS 1.1 - PS 1.1 )
//
//dformation de quad Herbe selon la force du vent
//deform the grass quad according to wind force
texture grassTexture;
float4x4 viewProjMatrix;
float4 windDirection;
sampler grassSampler = sampler_state {
Texture = <grassTexture>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
};
struct VSGrassPS11 {
float4 oPosition : POSITION;
float2 oText : TEXCOORD0;
};
// Technique GrassPS11
VSGrassPS11 vs_grass_11(float4 position : POSITION, float2 inTex :TEXCOORD0, float2 inRotation :TEXCOORD1) {
VSGrassPS11 output;
float4 pos = position;
if( inTex.y <= 0.5 )
{
pos.x += inRotation.x * windDirection.x;
pos.z += inRotation.y * windDirection.z;
}
output.oPosition = mul(pos, viewProjMatrix);
output.oText = inTex;
return output;
}
float4 ps_grass_11(float2 inTex : TEXCOORD0) : COLOR {
float4 color = tex2D(grassSampler , inTex);
return color;
}
// Dclaration des techniques
technique GrassPS11 {
pass p0 {
VertexShader = compile vs_1_1 vs_grass_11();
PixelShader = compile ps_1_1 ps_grass_11();
}
}

