/* 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)]] float2 UV : TEXCOORD0; [[vk::location(2)]] int TexIndex : TEXCOORD1; }; struct UBO { float4x4 projection; float4x4 view; }; [[vk::binding(0, 0)]] ConstantBuffer ubo : register(b0, space0); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput) 0; output.UV = input.UV; output.TexIndex = input.TexIndex; output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz, 1.0))); return output; }