shader.hlsl 351 B

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  1. cbuffer constants : register(b0) {
  2. float4x4 projection;
  3. }
  4. struct vs_in {
  5. float3 position : POS;
  6. };
  7. struct vs_out {
  8. float4 position : SV_POSITION;
  9. };
  10. vs_out vs_main(vs_in input) {
  11. vs_out output;
  12. output.position = mul(projection, float4(input.position, 1.0f));
  13. return output;
  14. }
  15. float4 ps_main(vs_out input) : SV_TARGET {
  16. return float4(1,1,1,1);
  17. }