/*
 * Copyright (c) Contributors to the Open 3D Engine Project.
 * For complete copyright and license terms please see the LICENSE at the root of this distribution.
 *
 * SPDX-License-Identifier: Apache-2.0 OR MIT
 *
 */

ShaderResourceGroupSemantic SRG_Frequency0
{
    FrequencyId = 0;
};

ShaderResourceGroup BufferSrg : SRG_Frequency0
{
    RWTexture2D<float4> m_output;
};

struct VSInput
{
    float3 m_position : POSITION;
    float2 m_uv : UV0;
};

struct VSOutput
{
    float4 m_position : SV_Position;
    float2 m_uv : UV0;
};

VSOutput MainVS(VSInput vsInput)
{
    VSOutput OUT;
    OUT.m_position = float4(vsInput.m_position, 1.0);
    OUT.m_uv = vsInput.m_uv;
    return OUT;
}

struct PSOutput
{
    float4 m_color : SV_Target0;
};

PSOutput MainPS(VSOutput psInput)
{
    PSOutput OUT;
    OUT.m_color = float4(BufferSrg::m_output[psInput.m_position.xy].xyz, 1.0);
    return OUT;
}
