/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct UBO { float4x4 projectionMatrix; float4x4 modelMatrix; float4x4 viewMatrix; }; [[vk::binding(0, 0)]] ConstantBuffer ubo; struct VSInput { [[vk::location(0)]] float3 Pos; [[vk::location(1)]] float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Color; }; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; output.Pos = mul(ubo.projectionMatrix, mul(ubo.viewMatrix, mul(ubo.modelMatrix, float4(input.Pos.xyz, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return float4(input.Color, 1.0); }