procedural-3d-engine/shaders/slang/bufferdeviceaddress/cube.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
Sampler2D samplerColorMap;
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float3 Color;
};
struct MatrixReference {
float4x4 matrix;
};
struct PushConsts {
// Pointer to the buffer with the scene's MVP matrix
ConstBufferPointer<MatrixReference> sceneDataReference;
// Pointer to the buffer for the data for each model
ConstBufferPointer<MatrixReference> modelDataReference;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform PushConsts pushConstants)
{
MatrixReference sceneData = pushConstants.sceneDataReference.get();
MatrixReference modelData = pushConstants.modelDataReference.get();
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(sceneData.matrix, mul(modelData.matrix, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
}