xemu/subprojects/SPIRV-Reflect/tests/spirv15/VertexShader.hlsl

6 lines
163 B
HLSL

Texture2D Tex0;
float4 vsmain(float4 P : POSITION, uint instanceId :SV_InstanceID) : SV_Position
{
return P + Tex0[uint2(instanceId % 16, instanceId / 16)];
}