//TEST:COMPARE_HLSL: -profile sm_4_0 -entry VSMain -stage vertex -entry PSMain -stage pixel #ifndef __SLANG__ #define cbPerObject cbPerObject_0 #define g_mWorldViewProjection g_mWorldViewProjection_0 #endif //-------------------------------------------------------------------------------------- // Globals //-------------------------------------------------------------------------------------- cbuffer cbPerObject : register( b0 ) { matrix g_mWorldViewProjection ;//SLANG: : packoffset( c0 ); }; //-------------------------------------------------------------------------------------- // Input / Output structures //-------------------------------------------------------------------------------------- struct VS_INPUT { float4 vPosition : POSITION; }; struct VS_OUTPUT { float4 vPosition : SV_POSITION; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- VS_OUTPUT VSMain( VS_INPUT Input ) { VS_OUTPUT Output; Output.vPosition = mul( Input.vPosition, g_mWorldViewProjection ); return Output; } float2 PSMain (VS_OUTPUT Input) : SV_TARGET { float2 rt; rt.x = Input.vPosition.z; rt.y = rt.x * rt.x; return rt; }