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XCEngine/engine/assets/builtin/shaders/unlit/unlit.vs.hlsl

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HLSL

// XC_BUILTIN_UNLIT_D3D12_VS
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4x4 gNormalMatrix;
float4 gMainLightDirectionAndIntensity;
float4 gMainLightColorAndFlags;
};
struct VSInput {
float3 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct PSInput {
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
PSInput MainVS(VSInput input) {
PSInput output;
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
output.texcoord = input.texcoord;
return output;
}