[Shaders] Work around (probable) slang bug

This commit is contained in:
jstefanelli 2025-09-02 13:39:43 +02:00
parent cf374cd368
commit 74a56d840c
Signed by: jstefanelli
GPG key ID: 60EDE2437640D2AA

View file

@ -13,15 +13,17 @@ struct STDCamera {
float3 position; float3 position;
float3 direction; float3 direction;
}; };
[vk::binding(1, 0)]
StructuredBuffer<STDVertex> vertices;
[vk::binding(0, 0)] [vk::binding(0, 0)]
uniform ConstantBuffer<STDCamera> camera; uniform ConstantBuffer<STDCamera> camera;
[shader("vertex")] [shader("vertex")]
VertexOut vsMain(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID, [vk::binding(1, 0)] StructuredBuffer<STDVertex> vertices) { VertexOut vsMain(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID){
return VertexOut(mul(camera.mvp, float4(vertices[vertex_id].pos, 1.0)), vertices[vertex_id].col); return VertexOut(mul(camera.mvp, float4(vertices[vertex_id].pos, 1.0)), vertices[vertex_id].col);
} }
[shader("pixel")] [shader("pixel")]
float4 fsMain(VertexOut fsIn){ float4 fsMain(VertexOut fsIn){
return fsIn.col; return fsIn.col;