struct VertexInput { float3 position: POSITION; float2 uv: TEXCOORD0; }; struct VertexOutput { float4 position: SV_Position; float2 uv: TEXCOORD0; }; [[vk::binding(0)]] cbuffer CameraInfo { float4x4 projection; }; VertexOutput main( VertexInput input, ) { VertexOutput output; output.position = mul(projection, float4(input.position,1)); output.uv = input.uv; return output; }