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struct VSInput {
[[vk::location(0)]] float3 pos : POSITION;
[[vk::location(1)]] float2 uv : TEXCOORD0;
[[vk::location(2)]] float2 offset;
};
struct VSOutput {
float4 pos : SV_Position;
float2 uv;
};
[[vk::binding(0, 0)]] ConstantBuffer<float4x4> ubos[3];
[[vk::binding(1, 0)]] Sampler2D test[3];
[shader("vertex")]
VSOutput vertMain(VSInput input) {
VSOutput output;
output.pos = float4(input.pos, 1.0);
output.pos.x -= input.offset.x;
output.pos.y -= input.offset.y;
output.uv = input.uv;
return output;
}
[shader("fragment")]
float4 fragMain(VSOutput vertIn) : SV_TARGET {
return test[0].Sample(vertIn.uv);
}
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