/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float3 Normal; float2 UV; float3 Color; }; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct UBO { float4x4 projection; float4x4 modelview; }; ConstantBuffer ubo; [[vk::binding(2,0)]] Sampler2D samplerColor; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.UV * 32.0; output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float4 color = samplerColor.Sample(input.UV); return float4(color.rgb, 1.0); }