procedural-3d-engine/shaders/slang/dynamicuniformbuffer/base.slang
2025-05-03 09:42:32 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UboView
{
float4x4 projection;
float4x4 view;
};
ConstantBuffer<UboView> uboView;
struct UboInstance
{
float4x4 model;
};
ConstantBuffer<UboInstance> uboInstance;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
float4x4 modelView = mul(uboView.view, uboInstance.model);
float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(uboView.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return float4(input.Color, 1.0);
}