#include "shaders/common.hlsl" struct vs_input { DECL(float4, pos); DECL(float4, color_srgb); }; struct ps_input { DESV(float4, screen_pos, SV_POSITION); DECL(float4, color_lin); }; /* ========================== * * Globals * ========================== */ cbuffer constants : register(b0) { float4x4 g_projection; }; /* ========================== * * Vertex shader * ========================== */ ps_input vs_main(vs_input input) { ps_input output; output.screen_pos = mul(g_projection, float4(input.pos.xy, 0.f, 1.f)); output.color_lin = linear_from_srgb(input.color_srgb); return output; } /* ========================== * * Pixel shader * ========================== */ float4 ps_main(ps_input input) : SV_TARGET { return input.color_lin; }