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Seele/res/shaders/UIPass.slang
T

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struct VertexStageOutput
{
float4 position : SV_Position;
float2 uvCoords : TEXCOORD;
};
[shader("vertex")]
VertexStageOutput vertexMain(uint vertexId : SV_VertexID)
{
float2 coordinates[4] = {
float2(0, 0),
float2(0, 1),
float2(1, 0),
float2(1, 1)
};
VertexStageOutput output;
output.uvCoords = coordinates[vertexId];
output.position = float4(output.uvCoords * 2 - 1, 1, 1);
return output;
}
[shader("fragment")]
float4 fragmentMain(
float4 position : SV_Position,
float2 uvCoords : TEXCOORD
) : SV_Target
{
return float4(0, 1, 0, 1);
}