This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
[[vk::binding(0, 2)]]
Texture2D textureColor : register(t1, space2);
[[vk::binding(0, 2)]]
SamplerState samplerColor : register(s1, space2);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET0
{
return textureColor.Sample(samplerColor, input.UV);
}
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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
struct UBOCamera
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBOCamera> uboCamera : register(b0, space0);
struct UBOModel
{
float4x4 local;
};
[[vk::binding(0, 1)]]
ConstantBuffer<UBOModel> uboModel : register(b0, space1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UV = input.UV;
output.Pos = mul(uboCamera.projection, mul(uboCamera.view, mul(uboModel.local, float4(input.Pos.xyz, 1.0))));
return output;
};
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