diff --git a/shaders/slang/computeparticles/particle.slang b/shaders/slang/computeparticles/particle.slang index c5959164..9eee978a 100644 --- a/shaders/slang/computeparticles/particle.slang +++ b/shaders/slang/computeparticles/particle.slang @@ -73,7 +73,7 @@ VSOutput vertexMain(VSInput input) } [shader("fragment")] -float4 fragmentMain(VSOutput input, float2 pointCoord: SV_PointCoord) : SV_TARGET +float4 fragmentMain(VSOutput input, float2 pointCoord: SV_PointCoord) { float3 color = samplerGradientRamp.Sample(float2(input.GradientPos, 0.0)).rgb; return float4(samplerColorMap.Sample(pointCoord).rgb * color, 1.0); diff --git a/shaders/slang/descriptorindexing/descriptorindexing.slang b/shaders/slang/descriptorindexing/descriptorindexing.slang index c647a2cd..5c25ea88 100644 --- a/shaders/slang/descriptorindexing/descriptorindexing.slang +++ b/shaders/slang/descriptorindexing/descriptorindexing.slang @@ -37,7 +37,7 @@ VSOutput vertexMain(VSInput input) } [shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_TARGET +float4 fragmentMain(VSOutput input) { return textures[NonUniformResourceIndex(input.TextureIndex)].Sample(input.UV); } \ No newline at end of file diff --git a/shaders/slang/pushconstants/pushconstants.slang b/shaders/slang/pushconstants/pushconstants.slang index 45fb2960..8b318b88 100644 --- a/shaders/slang/pushconstants/pushconstants.slang +++ b/shaders/slang/pushconstants/pushconstants.slang @@ -38,7 +38,7 @@ VSOutput vertexMain(VSInput input, uniform float4 pushColor, uniform float4 push } [shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_TARGET +float4 fragmentMain(VSOutput input) { return float4(input.Color, 1.0); } \ No newline at end of file diff --git a/shaders/slang/specializationconstants/uber.slang b/shaders/slang/specializationconstants/uber.slang index 1d7c1c3c..14fc8af5 100644 --- a/shaders/slang/specializationconstants/uber.slang +++ b/shaders/slang/specializationconstants/uber.slang @@ -57,7 +57,7 @@ VSOutput vertexMain(VSInput input) } [shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_TARGET +float4 fragmentMain(VSOutput input) { switch (LIGHTING_MODEL) { case 0: // Phong diff --git a/shaders/slang/texturecubemap/reflect.slang b/shaders/slang/texturecubemap/reflect.slang index ffeda065..f938523b 100644 --- a/shaders/slang/texturecubemap/reflect.slang +++ b/shaders/slang/texturecubemap/reflect.slang @@ -48,7 +48,7 @@ VSOutput vertexMain(VSInput input) } [shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_TARGET +float4 fragmentMain(VSOutput input) { float3 cI = normalize (input.ViewVec); float3 cR = reflect (cI, normalize(input.Normal));