blob: da36db496337b8fbecb5ef2646176e2fa14a3cf3 [file] [log] [blame] [edit]
// 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;
}