#include "mesh_shared.slang" struct VertexInput { float3 position: POSITION; float2 uv: TEXCOORD0; }; [shader("vertex")] VertexOutput _main( VertexInput input, ) { VertexOutput output; output.position = mul(projection, mul(modelMatrix, float4(input.position,1))); FIX_VERTEX_POSITION(output.position); output.uv = input.uv; return output; }