aorii/resource/shader/default_shader.slang

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struct MatrixBuffer
{
matrix transform;
};
ParameterBlock<MatrixBuffer> matrix_buffer : register(b0);
SamplerState texture_sampler : register(s0);
struct VSInput {
float2 position : POSITION;
float4 color : COLOR;
};
struct PSInput {
float4 position : SV_POSITION;
float4 color : COLOR;
};
PSInput vertex_main(VSInput input)
{
PSInput output;
output.position = mul(float4(input.position, 0.0, 1.0), matrix_buffer.transform);
output.color = input.color;
return output;
}
float4 pixel_main(PSInput input) : SV_TARGET
{
return input.color;
}