Pixel-Composer/datafiles/data/Nodes/Custom/ShaderToy/ShaderToy_CRT/shader.vs
2025-01-11 10:31:00 +07:00

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605 B
GLSL

#define MATRIX_WORLD 0
#define MATRIX_WORLD_VIEW 1
#define MATRIX_WORLD_VIEW_PROJECTION 2
cbuffer Matrices : register(b0) {
float4x4 gm_Matrices[3];
};
struct VertexShaderInput {
float3 pos : POSITION;
float3 color : COLOR0;
float2 uv : TEXCOORD0;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
void main(in VertexShaderInput input, out VertexShaderOutput output) {
output.pos = mul(gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION], float4(input.pos, 1.0f));
output.uv = input.uv;
}