
GPU Computing 183
/ / HLSL sema ntic i s POSITION0
d e s c [ 0 ] . SemanticName = ”POSITION ” ;
desc [ 0]. SemanticIndex = 0;
d es c [ 0 ] . F ormat = D XGI
FORMAT R32G32B32 FLOA T ; // position has 3 channels
desc [0]. InputSlot = 0;
desc [0]. AlignedByteOffset = 0;
des c [ 0 ] . I n p u t S l ot C l a ss = D3D11
INPUT PER VERTEX DATA ;
desc [0 ]. InstanceDataStepRate = 0;
// HLSL s em a n t i c i s COLOR0
d e s c [ 1 ] . SemanticName = ”COLOR” ;
desc [ 1]. SemanticIndex = 0;
d es c [ 1 ] . F ormat = D XGI
FORMAT R32G32B32A32 FLOAT ; // color has 4 channels
desc [1]. InputSlot = 0;
desc [1]. AlignedByteOffset = 12; // offset after position [3]
des c [ 1 ]