procedural-3d-engine/shaders/slang/terraintessellation/skysphere.slang
2025-05-16 20:12:30 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float4x4 mvp;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Pos = mul(ubo.mvp, float4(input.Pos, 1.0));
output.UV = input.UV;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColorMap.Sample(input.UV);
}