Hello! Out of curiosity I've been changing my GLSL shaders to HLSL, which I then compile to SPIR-V using Microsoft's dxc. However, while my GLSL shaders work, my HLSL shaders don't even render anything at all (and I've triple checked them, they're completely identical seemingly), nothing shows up in renderdoc and I'm left with a black screen. I've attached my vertex shaders, but I've also done the same for the fragment shaders.
Additionally, I'm wondering why the input struct (PSInput) into the pixel shader has to be exactly the same as the output struct of the vertex shader (VSOutput), is this just something that has to be true for Vulkan? I thought you could just keep the attributes you needed and it would work as long as the semantics are the same?