/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float3 Color; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; } struct UBO { float4x4 projection; float4x4 model; float4 lightPos; float outlineWidth; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { // Extrude along normal VSOutput output; float4 pos = float4(input.Pos.xyz + input.Normal * ubo.outlineWidth, input.Pos.w); output.Pos = mul(ubo.projection, mul(ubo.model, pos)); return output; } [shader("fragment")] float4 fragmentMain() { return float4(1.0, 1.0, 1.0, 1.0); }