rtengine/assets/shader/static_object.effect
2024-05-19 12:48:50 +02:00

78 lines
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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
}
}
}