procedural-3d-engine/shaders/slang/descriptorbuffer/cube.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
};
struct UBOCamera {
float4x4 projection;
float4x4 view;
};
ConstantBuffer<UBOCamera> uboCamera;
struct UBOModel {
float4x4 local;
};
[[vk::binding(0, 1)]] ConstantBuffer<UBOModel> uboModel;
[[vk::binding(0, 2)]] Sampler2D samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(uboCamera.projection, mul(uboCamera.view, mul(uboModel.local, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
}