// RUN: %dxc -E main -T vs_6_0 -Zpr %s | FileCheck %s // CHECK: OutputPositionPresent=1 // CHECK: row_major // CHECK: column_major //-------------------------------------------------------------------------------------- // File: BasicHLSL11_VS.hlsl // // The vertex shader file for the BasicHLSL11 sample. // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Globals //-------------------------------------------------------------------------------------- cbuffer cbPerObject : register( b0 ) { matrix g_mWorldViewProjection : packoffset( c0 ); column_major matrix g_mWorld : packoffset( c4 ); }; //-------------------------------------------------------------------------------------- // Input / Output structures //-------------------------------------------------------------------------------------- struct VS_INPUT { float3 vPosition : POSITION; float3 vNormal : NORMAL; float2 vTexcoord : TEXCOORD0; }; struct VS_OUTPUT { float3 vNormal : NORMAL; float2 vTexcoord : TEXCOORD0; float4 vPosition : SV_POSITION; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- VS_OUTPUT main( VS_INPUT Input ) { VS_OUTPUT Output; Output.vPosition = mul( float4( Input.vPosition, 1.0 ), g_mWorldViewProjection ); Output.vNormal = mul( Input.vNormal, (float3x3)g_mWorld ); Output.vTexcoord = Input.vTexcoord; return Output; }