//TEST:SIMPLE(filecheck=CHECK): -target spirv //CHECK: OpEntryPoint // SV_VertexID is a int in the system binding semantic. // However, declare it as uint should also work with // the typeAdapter mechanism in Slang compiler. in uint gl_VertexIndex : SV_VertexID; static const float2 uvs[] = { float2(0.0, 0.0), float2(0.0, 2.0), float2(2.0, 0.0) }; [shader("vertex")] float4 vert_main() : SV_Position{ const float2 uv = uvs[gl_VertexIndex]; return float4((uv * 2.0 - 1.0), 0.0, 1.0); }