/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ Sampler2D samplerColorMap; struct VSInput { float3 Pos; float3 Normal; float2 UV; float3 Color; }; struct MatrixReference { float4x4 matrix; }; struct PushConsts { // Pointer to the buffer with the scene's MVP matrix ConstBufferPointer sceneDataReference; // Pointer to the buffer for the data for each model ConstBufferPointer modelDataReference; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float2 UV; }; [shader("vertex")] VSOutput vertexMain(VSInput input, uniform PushConsts pushConstants) { MatrixReference sceneData = pushConstants.sceneDataReference.get(); MatrixReference modelData = pushConstants.modelDataReference.get(); VSOutput output; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(sceneData.matrix, mul(modelData.matrix, float4(input.Pos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0); }