/* 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; }; // Slang auto generates bindings by order of descriptors // So the UBO is bound to slot 0, the sampler to slot 1 // due to their order in the shader struct UBOMatrices { float4x4 projection; float4x4 view; float4x4 model; }; ConstantBuffer uboMatrices; 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(uboMatrices.projection, mul(uboMatrices.view, mul(uboMatrices.model, float4(input.Pos.xyz, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0); }