#define LT_ENGINE_RESOURCES_QUAD_SHADER_VS \ R"( +GLSL #version 440 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; uniform mat4 u_ViewProjection; out vec4 vso_FragmentColor; void main() { gl_Position = u_ViewProjection * vec4(a_Position, 1.0); vso_FragmentColor = a_Color; } -GLSL +HLSL struct VertexOut { float4 Color : COLOR; float4 Position : SV_Position; }; VertexOut main(float3 InPosition : POSITION, float4 InColor : COLOR) { VertexOut vso; vso.Position = float4(InPosition.x, InPosition.y, InPosition.z, 1.0); vso.Color = InColor; return vso; } -HLSL)" #define LT_ENGINE_RESOURCES_QUAD_SHADER_PS \ R"( +GLSL #version 440 core in vec4 vso_FragmentColor; out vec4 fso_FragmentColor; void main() { fso_FragmentColor = vso_FragmentColor; } -GLSL +HLSL float4 main(float4 Color : COLOR) : SV_Target { return Color; } -HLSL )"