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//TEST:SIMPLE(filecheck=HLSL): -target hlsl -profile vs_6_0 -entry Main
// HLSL: #pragma pack_matrix(column_major)
// HLSL-NOT: row_major float4x4 worldToClip
// HLSL: row_major float4x4 instanceMeshToWorld
[shader("vertex")]
void Main(
uniform column_major float4x4 worldToClip,
out float4 SV_Position : SV_Position,
in row_major float4x4 instanceMeshToWorld : instanceMeshToWorld,
in float3 vertexPositionInMesh : vertexPositionInMesh
)
{
SV_Position = mul(
mul(worldToClip, instanceMeshToWorld),
float4(vertexPositionInMesh, 1.f),
);
}
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