procedural-3d-engine/shaders/slang/shadowmapping/offscreen.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct UBO
{
float4x4 depthMVP;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
float4 vertexMain(float3 Pos) : SV_POSITION
{
return mul(ubo.depthMVP, float4(Pos, 1.0));
}
[shader("fragment")]
float4 fragmentMain()
{
return float4(1.0, 0.0, 0.0, 1.0);
}