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struct VertexInput {
float3 pos;
float3 col;
float2 uv;
};
struct UniformBuffer {
float4x4 model, view, proj;
};
ConstantBuffer<UniformBuffer> ubo;
struct VertexOutput {
float4 pos : SV_Position;
float3 col;
float2 uv;
};
[shader("vertex")]
VertexOutput vert_main(VertexInput vi) {
VertexOutput vo;
// vo.pos = float4(vi.pos, 0., 1.);
vo.pos = mul(ubo.proj, mul(ubo.view, mul(ubo.model, float4(vi.pos, 1.))));
vo.col = vi.col;
vo.uv = vi.uv;
return vo;
}
Sampler2D texture;
[shader("fragment")]
float4 frag_main(VertexOutput vo) : SV_Target {
return texture.Sample(vo.uv);
}
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