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// 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);
}
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