/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos : POSITION0; float3 Normal; float3 Color; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; }; ConstantBuffer ubo; struct VSOutput { float4 Pos : SV_POSITION; float3 Color; }; // Uniform entry-point parameters are automatically bound to push constants by slang [shader("vertex")] VSOutput vertexMain(VSInput input, uniform float4 pushColor, uniform float4 pushPosition) { VSOutput output; output.Color = input.Color * pushColor.rgb; float3 locPos = float3(mul(ubo.model, float4(input.Pos.xyz, 1.0)).xyz); float3 worldPos = locPos + pushPosition.xyz; output.Pos = mul(ubo.projection, mul(ubo.view, float4(worldPos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return float4(input.Color, 1.0); }