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struct VertexInput {
[[vk::location(0)]] float2 pos : POSITION;
[[vk::location(1)]] float4 col : COLOR;
};
struct VertexOutput {
float4 col : COLOR;
float4 pos : SV_Position;
};
struct UBO {
float2 viewport;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VertexOutput vertMain(VertexInput input)
{
VertexOutput output;
output.col = input.col;
output.pos = float4(input.pos*2.0/ubo.viewport - 1.0, 0.0, 1.0);
return output;
}
[shader("fragment")]
float4 fragMain(VertexOutput input) : SV_Target
{
return input.col;
}
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