Files
Juliet/Assets/source/Triangle.vert.hlsl

30 lines
819 B
HLSL

struct Output
{
float4 Color : TEXCOORD0;
float4 Position : SV_Position;
};
#include "RootConstants.hlsl"
Output main(uint vertexIndex : SV_VertexID)
{
Output output;
// Retrieve the buffer using SM6.6 bindless syntax
// Use BufferIndex from RootConstants (pushed via SetPushConstants)
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// Read position from buffer (Index * stride)
// Stride = 2 float (pos) + 4 float (color) = 6 * 4 = 24 bytes ?
// Let's assume just position 2D (8 bytes) + Color (16 bytes)
uint stride = 24;
uint offset = vertexIndex * stride;
float2 pos = asfloat(buffer.Load2(offset));
float4 col = asfloat(buffer.Load4(offset + 8));
output.Position = float4(pos, 0.0f, 1.0f);
output.Color = col;
return output;
}