/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Color; }; struct UboView { float4x4 projection; float4x4 view; }; ConstantBuffer uboView; struct UboInstance { float4x4 model; }; ConstantBuffer uboInstance; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; float4x4 modelView = mul(uboView.view, uboInstance.model); float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz; output.Pos = mul(uboView.projection, mul(modelView, float4(input.Pos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return float4(input.Color, 1.0); }