Files
LEngine.Editor/Assets/Shaders/vk.fx.hlsl
T
2025-05-13 02:41:57 +03:00

50 lines
773 B
HLSL

#pragma shader_language HLSL
#include <Shaders/test0.hlsl>
struct VS_INPUT
{
float4 inPosition : POSITION;
float3 inColor : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 color;
};
#ifdef SHADER_STAGE_VERTEX
cbuffer CameraData : register(b0, space0) {
float4x4 view;
float4x4 proj;
float4x4 viewproj;
}
struct Test {
float3 getColor() {
return float3(1,0,0);
}
};
VS_OUTPUT main(VS_INPUT v, uint VertexIndex : SV_VertexID) {
VS_OUTPUT o;
Test t;
float4x4 vp = mul(view, proj);
o.vPosition = mul(float4(v.inPosition.xyz, 1), vp);
o.color = v.inColor;
return o;
}
#endif
#ifdef SHADER_STAGE_FRAGMENT
float4 main(VS_OUTPUT input) : SV_Target
{
return float4(input.color, 1.0f);
}
#endif