| // Vertex Shader | |
| struct VS_INPUT | |
| { | |
| float3 vPosition : POSITION; | |
| float3 vColor: COLOR0; | |
| }; | |
| struct PS_INPUT | |
| { | |
| float4 vPosition : SV_POSITION; | |
| float4 vColor : TEXCOORD0; | |
| }; | |
| cbuffer SceneConstantBuffer : register(b0) | |
| { | |
| float4x4 g_MVPMatrix; | |
| }; | |
| PS_INPUT VSMain( VS_INPUT i ) | |
| { | |
| PS_INPUT o; | |
| o.vPosition = mul( g_MVPMatrix, float4( i.vPosition, 1.0 ) ); | |
| #ifdef VULKAN | |
| o.vPosition.y = -o.vPosition.y; | |
| #endif | |
| o.vColor = float4( i.vColor.rgb, 1.0 ); | |
| return o; | |
| } | |
| float4 PSMain( PS_INPUT i ) : SV_TARGET | |
| { | |
| return i.vColor; | |
| } |