27 lines
477 B
HLSL
27 lines
477 B
HLSL
#include "bindless.hlsli"
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struct FS_Input {
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float2 UV0 : TEXCOORD0;
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};
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struct FS_Output
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{
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float4 ColorTarget : SV_Target0;
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};
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struct PCB
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{
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Handle CameraBuffer;
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Handle VertexBuffer;
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Handle Texture;
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};
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[[vk::push_constant]] PCB Block;
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FS_Output main(FS_Input StageInput) {
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FS_Output output;
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output.ColorTarget = float4(Textures[Block.Texture.GetIndex()].Sample(Samplers[Block.Texture.GetIndex()], StageInput.UV0).rgb, 1.0);
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return output;
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} |