#include "common.slang" struct VertexShaderInput { // Per Vertex uint vertex_id : SV_VertexID; float3 pos; // Per Instance float4 pos_size; float4 uv0uv1; float4 uv2uv3; }; struct VertexShaderOutput { float4 pos : SV_POSITION; float2 uv; }; struct PixelShaderOutput { float4 color : SV_TARGET; }; [shader("vertex")] VertexShaderOutput main_vertex(VertexShaderInput input) { VertexShaderOutput output; output.pos = mul(view_projection_matrix, float4(input.pos_size.xy + input.pos.xy, 0, 1)); switch(input.vertex_id) { case 0: output.uv = input.uv0uv1.xy; break; case 1: output.uv = input.uv0uv1.zw; break; case 2: output.uv = input.uv2uv3.xy; break; case 3: output.uv = input.uv2uv3.zw; break; } return output; } [[vk::binding(0, 2)]] Sampler2D tex1; [[vk::binding(0, 3)]] cbuffer fragment_constants { float3 tint; } [shader("pixel")] PixelShaderOutput main_fragment(VertexShaderOutput input) { PixelShaderOutput output; output.color = tex1.PixelArtSample(input.uv); output.color.rgb *= tint.rgb; return output; }