Right now can create a quad or a cube. Need a mesh renderer taht keep the buffer and all to optimally handle the mega buffer.
15 lines
323 B
HLSL
15 lines
323 B
HLSL
struct Input
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{
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float4 Color : TEXCOORD0;
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float2 UV : TEXCOORD1;
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};
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#include "RootConstants.hlsl"
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float4 main(Input input) : SV_Target0
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{
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Texture2D<float4> tex = ResourceDescriptorHeap[TextureIndex];
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SamplerState samp = SamplerDescriptorHeap[0];
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return input.Color * tex.Sample(samp, input.UV);
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}
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