shader.hlsl 427 B

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  1. cbuffer constants : register(b0) {
  2. float4x4 projection;
  3. }
  4. struct vs_in {
  5. float2 position : POS;
  6. float4 color : COL;
  7. };
  8. struct vs_out {
  9. float4 position : SV_POSITION;
  10. float4 color : COL;
  11. };
  12. vs_out vs_main(vs_in input) {
  13. vs_out output;
  14. output.position = mul(projection, float4(input.position, 0, 1.0f));
  15. output.color = input.color;
  16. return output;
  17. }
  18. float4 ps_main(vs_out input) : SV_TARGET {
  19. return input.color;
  20. }