diff --git a/ChCppLibrary/Direct3D11/ChShader/ChShader11.cpp b/ChCppLibrary/Direct3D11/ChShader/ChShader11.cpp index 99a5c0dd..8e71bf57 100644 --- a/ChCppLibrary/Direct3D11/ChShader/ChShader11.cpp +++ b/ChCppLibrary/Direct3D11/ChShader/ChShader11.cpp @@ -345,14 +345,14 @@ void ShaderController11::DrawStart() dc->ClearRenderTargetView(out3D.GetRTView(), backColor.val.GetVal()); dc->ClearRenderTargetView(out2D.GetRTView(), tmpCol.val.GetVal()); - out3D.SetDrawData(dc, 12); + //out3D.SetDrawData(dc, 12); rtDrawFlg = false; } view.SetDrawData(dc); - lightDatas.SetPSDrawData(dc); + lightDatas.SetDrawData(dc); dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); diff --git a/ChCppLibrary/Direct3D11/ChShaderParts/ChShaderParts11.cpp b/ChCppLibrary/Direct3D11/ChShaderParts/ChShaderParts11.cpp index 069d9a03..9f1a423c 100644 --- a/ChCppLibrary/Direct3D11/ChShaderParts/ChShaderParts11.cpp +++ b/ChCppLibrary/Direct3D11/ChShaderParts/ChShaderParts11.cpp @@ -102,6 +102,7 @@ void ChLightHeader::Init(ID3D11Device* _device) buf.CreateBuffer(_device, 10); + { ChVec4 tmpCol[256]; diff --git a/Shaders/D3D11/ShaderParts/Light.hlsli b/Shaders/D3D11/ShaderParts/Light.hlsli index 33f10663..6e5af6d1 100644 --- a/Shaders/D3D11/ShaderParts/Light.hlsli +++ b/Shaders/D3D11/ShaderParts/Light.hlsli @@ -31,7 +31,8 @@ cbuffer LightData :register(b10) texture2D LightPowMap :register(t10); //画像から1ピクセルの色を取得するための物// -sampler LightSmp :register(s10) = sampler_state { +sampler LightSmp :register(s10) += sampler_state{ Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp;