Slang shaders for push constants sample

This commit is contained in:
Sascha Willems 2025-03-28 17:43:10 +01:00
parent 880b48485f
commit 22ae3726e6
2 changed files with 54 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSOutput
{
float3 Color;
};
[shader("fragment")]
float4 main(VSOutput input) : SV_TARGET
{
return float4(input.Color, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos : POSITION0;
float3 Normal : NORMAL0;
float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
// Uniform entry-point parameters are automatically bound to push constants by slang
[shader("vertex")]
VSOutput main(VSInput input, uniform float4 pushColor, uniform float4 pushPosition)
{
VSOutput output;
output.Color = input.Color * pushColor.rgb;
float3 locPos = float3(mul(ubo.model, float4(input.Pos.xyz, 1.0)).xyz);
float3 worldPos = locPos + pushPosition.xyz;
output.Pos = mul(ubo.projection, mul(ubo.view, float4(worldPos.xyz, 1.0)));
return output;
}