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output.slang
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output.slang
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// shaders.slang
//
// This file provides a simple vertex and fragment shader that can be compiled
// using Slang. This code should also be valid as HLSL, and thus it does not
// use any of the new language features supported by Slang.
//
// Uniform data to be passed from application -> shader.
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
// Per-vertex attributes to be assembled from bound vertex buffers.
struct AssembledVertex
{
float3 position : POSITION;
float3 color : COLOR;
};
// Output of the vertex shader, and input to the fragment shader.
struct CoarseVertex
{
float3 color;
};
// Output of the fragment shader
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(
AssembledVertex assembledVertex)
{
VertexStageOutput output;
float3 position = assembledVertex.position;
float3 color = assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
return output;
}
// Fragment Shader
[shader("fragment")]
float4 fragmentMain(
CoarseVertex coarseVertex : CoarseVertex) : SV_Target
{
float3 color = coarseVertex.color;
return float4(color, 1.0);
}