/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct UBO { float4x4 depthMVP; }; ConstantBuffer ubo; [shader("vertex")] float4 vertexMain(float3 Pos) : SV_POSITION { return mul(ubo.depthMVP, float4(Pos, 1.0)); } [shader("fragment")] float4 fragmentMain() { return float4(1.0, 0.0, 0.0, 1.0); }