struct Vertex { float3 position; float uv_x; float3 normal; float uv_y; float4 color; }; // Define the structured buffer for vertices StructuredBuffer vertexBuffer : register(t0); // Binding of vertex buffer (example: t0) // Define push constants block cbuffer PushConstants : register(b0) { // Push constants binding (example: b0) float4x4 render_matrix; // Matrix for rendering uint64_t vertexBufferAddress; // Buffer reference address (Vulkan-specific handling required) }; // Outputs struct VSOutput { float4 Position : SV_Position; float3 Color : TEXCOORD0; float2 UV : TEXCOORD1; }; // Main vertex shader VSOutput main(uint vertexIndex : SV_VertexID) { VSOutput output; // Load vertex data from the buffer Vertex v = vertexBuffer[vertexIndex]; // Transform and output vertex data output.Position = mul(render_matrix, float4(v.position, 1.0f)); output.Color = v.color.xyz; output.UV = float2(v.uv_x, v.uv_y); return output; }