41 lines
729 B
Text
41 lines
729 B
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct UBO
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{
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float4x4 projectionMatrix;
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float4x4 modelMatrix;
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float4x4 viewMatrix;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo;
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos;
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[[vk::location(1)]] float3 Color;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Color;
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};
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Color = input.Color;
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output.Pos = mul(ubo.projectionMatrix, mul(ubo.viewMatrix, mul(ubo.modelMatrix, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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return float4(input.Color, 1.0);
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}
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