/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float3 UV; }; struct Instance { float4x4 model; float arrayIndex; }; struct UBO { float4x4 projection; float4x4 view; Instance instance[8]; }; ConstantBuffer ubo; Sampler2DArray samplerArray; [shader("vertex")] VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID) { VSOutput output; output.UV = float3(input.UV, ubo.instance[InstanceIndex].arrayIndex); float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model); output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return samplerArray.Sample(input.UV); }