// Starting with a basic test for the ability to render stuff... //TEST(smoke,render):COMPARE_HLSL_RENDER: //DISABLE_TEST(smoke,render):COMPARE_HLSL_RENDER: -mtl cbuffer Uniforms { float4x4 modelViewProjection; } struct AssembledVertex { float3 position; float3 color; }; struct CoarseVertex { float3 color; }; struct Fragment { float4 color; }; // Vertex Shader struct VertexStageInput { AssembledVertex assembledVertex : A; }; struct VertexStageOutput { CoarseVertex coarseVertex : CoarseVertex; float4 sv_position : SV_Position; }; [shader("vertex")] VertexStageOutput vertexMain(VertexStageInput input) { VertexStageOutput output; float3 position = input.assembledVertex.position; float3 color = input.assembledVertex.color; output.coarseVertex.color = color; output.sv_position = mul(modelViewProjection, float4(position, 1.0)); return output; } // Fragment Shader struct FragmentStageInput { CoarseVertex coarseVertex : CoarseVertex; }; struct FragmentStageOutput { Fragment fragment : SV_Target; }; [shader("fragment")] FragmentStageOutput fragmentMain(FragmentStageInput input) { FragmentStageOutput output; float3 color = input.coarseVertex.color; output.fragment.color = float4(color, 1.0); return output; }