Depth buffering

This commit is contained in:
2025-12-22 03:28:25 +00:00
parent c909a10304
commit aae54d1073
3 changed files with 1263 additions and 5 deletions

View File

@@ -0,0 +1,34 @@
struct VSInput {
float3 inPosition;
float3 inColor;
float2 inTexCoord;
};
struct UniformBuffer {
float4x4 model;
float4x4 view;
float4x4 proj;
};
ConstantBuffer<UniformBuffer> ubo;
struct VSOutput {
float4 pos : SV_Position;
float3 color;
float2 fragTexCoord;
};
[shader("vertex")]
VSOutput vertMain(VSInput input) {
VSOutput output;
output.color = input.inColor;
output.pos = mul(ubo.proj, mul(ubo.view, mul(ubo.model, float4(input.inPosition, 1.0))));
output.fragTexCoord = input.inTexCoord;
return output;
}
Sampler2D texture;
[shader("fragment")]
float4 fragMain(VSOutput vertIn) : SV_Target {
return texture.Sample(vertIn.fragTexCoord);
}