struct VertexOutput { float4 position: SV_Position; float2 uv: TEXCOORD0; }; #include "shader_base.h" DECLARE_CONSTANTS() { float4x4 modelMatrix; uint albedoID; uint roughnessID; uint metalnessID; }; DECLARE_CBUFFER(0) { float4x4 projection; }; DECLARE_TEXTURES(1)