// minimal shader used only to verify the Vulkan graphics-pipeline path (SPIR-V // module -> pipeline -> draw -> read-back). draws a full-screen gradient triangle // from the vertex id, so it needs no vertex buffer, UBO, or sampler. struct VSOutput { float4 position : SV_Position; float3 color : COLOR0; }; [shader("vertex")] VSOutput vertexMain(uint vid : SV_VertexID) { float2 p = float2(float((vid << 1) & 2), float(vid & 2)); VSOutput output; output.position = float4(p * 2.0 - 1.0, 0.0, 1.0); output.color = float3(p, 0.5); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) : SV_Target { return float4(input.color, 1.0); }