optimization speed; passes { forward { vertex { vk BEGIN #include "common.hlsl" struct VSInput { }; struct VSOutput { float4 Pos : SV_POSITION; }; VSOutput VsMain(VSInput input, uint vertexIndex : SV_VertexID) { VSOutput output = (VSOutput)0; return output; } END dx11 BEGIN #include "common.hlsl" struct VSInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float3 Tangent : TANGENT0; float2 TexCoord : TEXCOORD0; }; struct VSOutput { float4 Pos : SV_POSITION; }; VSOutput VsMain(VSInput input, uint vertexIndex : SV_VertexID) { VSOutput output; output.Pos = float4(input.Position, 0.1); return output; } END } fragment { vk BEGIN struct PSOutput { float4 Color : SV_TARGET0; }; PSOutput PsMain(void) { PSOutput output = (PSOutput)0; output.Color[0] = 0; output.Color[1] = 0; output.Color[2] = 0; output.Color[3] = 0; return output; } END dx11 BEGIN struct PSOutput { float4 Color : SV_TARGET0; }; PSOutput PsMain(void) { PSOutput output; output.Color = float4(1, 1, 1, 1); return output; } END } } }