import Common; import FluidGridData; struct Params { StructuredBuffer vertexBuffer; StructuredBuffer indexBuffer; }; ParameterBlock params; struct VertexOut { float4 position : SV_Position; }; [shader("vertex")] VertexOut vertexMain(uint vertexId : SV_VertexID) { VertexOut output; uint index = params.indexBuffer[vertexId]; float3 vertex = float3(params.vertexBuffer[index * 3 + 0], params.vertexBuffer[index * 3 + 1], params.vertexBuffer[index * 3 + 2]) * 5; output.position = mul(pViewParams.viewProjectionMatrix, float4(vertex, 1)); return output; } [shader("pixel")] float4 fragmentMain(VertexOut input) : SV_Target { return float4(0, 0, 1, 1); }