#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; float4x4 view_matrix = view(float3(camera_x, camera_y, 0), radians(camera_tilt), camera_distance); float4x4 projection_matrix = projection(radians(fovy_degrees), aspect_ratio, NEAR_PLANE); float4x4 view_projection_matrix = mul(projection_matrix, view_matrix); 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; [shader("pixel")] PixelShaderOutput main_fragment(VertexShaderOutput input) { PixelShaderOutput output; output.color = tex1.Sample(float2(input.uv)); return output; }