/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float3 Normal; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Color; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4 color; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color * ubo.color.rgb; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return float4(input.Color, 0.5); }