DP-CustomResolution/CustomResolution2782/Shaders/Example.hlsl

26 lines
448 B
HLSL

struct Constants
{
float time;
};
Constants k : register(b0);
struct VSOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD;
};
VSOutput vs(uint id : SV_VertexID)
{
VSOutput output;
float2 uv = float2((id << 1) & 2, id & 2);
output.pos = float4(uv - 1, 0, 1);
output.uv = uv;
return output;
}
float4 ps(VSOutput input) : SV_Target
{
float4 color = float4(0.5, 0, frac(k.time), 0.5);
return color;
}