#include "bindless_structs.hlsli" struct VS_Input { uint vertexIndex : SV_VertexID; }; struct VS_Output { UVData outUV : TEXCOORD0; float4 position : SV_Position; }; float2 GetUV(uint bufferId, uint vertexIdx) { if (bufferId == INVALID_HANDLE) { return 0.0f.xx; } else { return uvBuffer[bufferId][vertexIdx]; } } float3 GetPosition(uint bufferId, uint vertexIdx) { return vertexBuffer[bufferId][vertexIdx].xyz; } VS_Output main(VS_Input stage_input) { VS_Output stage_output; stage_output.outUV = GetUV(pcb.uvBufferHandle, stage_input.vertexIndex); stage_output.position = mul(float4(GetPosition(pcb.vertexBufferHandle, stage_input.vertexIndex), 1.0f), mul(camera.model, mul(camera.view, camera.proj))); return stage_output; }