Backlog/engine/rend/shaders/skybox.vert.hlsl

28 lines
458 B
HLSL

struct Input
{
float3 Position : TEXCOORD0;
uint Instance : SV_InstanceID;
};
cbuffer Uniforms : register(b0, space1)
{
float4x4 ViewProjection : packoffset(c0);
};
struct Output
{
float3 UVW : TEXCOORD0;
float4 Position : SV_Position;
};
Output main(Input input)
{
Output output;
float4 pos = float4(input.Position, 1.0);
output.Position = mul(ViewProjection, pos);
output.UVW = input.Position;
return output;
}