procedural-3d-engine/shaders/slang/descriptorindexing/descriptorindexing.slang
Sascha Willems 5833d766a7 Clean up
2025-05-31 16:33:19 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos : POSITION0;
float2 UV;
int TextureIndex;
};
struct Matrices {
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<Matrices> matrices;
Sampler2D textures[];
struct VSOutput
{
float4 Pos : SV_POSITION;
int TextureIndex;
float2 UV;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.TextureIndex = input.TextureIndex;
output.Pos = mul(matrices.projection, mul(matrices.view, mul(matrices.model, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return textures[NonUniformResourceIndex(input.TextureIndex)].Sample(input.UV);
}