blob: 2ebf0c4b3bd00ee7beb700bf290aa51e9557ed6a [file] [log] [blame] [edit]
// Vertex Shader
struct VS_INPUT
{
float3 vPosition : POSITION;
float2 vUVCoords: TEXCOORD0;
};
struct PS_INPUT
{
float4 vPosition : SV_POSITION;
float2 vUVCoords : TEXCOORD0;
};
cbuffer SceneConstantBuffer : register(b0)
{
float4x4 g_MVPMatrix;
};
SamplerState g_SamplerState : register(s0);
Texture2D g_Texture : register(t0);
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.vUVCoords = i.vUVCoords;
return o;
}
float4 PSMain( PS_INPUT i ) : SV_TARGET
{
float4 vColor = g_Texture.Sample( g_SamplerState, i.vUVCoords );
return vColor;
}