void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.x,position.y, position.z);
}
void MainVS(
in uint GlobalVertexId :SV_VertexID,
out float2 OutVertexDistortedViewportUV :TEXCOORD0,
out float4 OutPosition :SV_POSITION
)
{
}
What are you trying to do exactly? The first code block you provided looks like GLSL, which you have to code manually. Unreal Engine has a node-based shader workflow, meaning you don’t have to (and shouldn’t) write shader code by hand.
Does the example linked below contain the information you mentioned?