#include "sh/common.hlsl" /* ========================== * * Root signature * ========================== */ #define ROOTSIG \ "RootConstants(num32BitConstants = 20, b0), " \ "DescriptorTable(SRV(t0, space = 0, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \ \ "StaticSampler(s0, " \ "filter = FILTER_MIN_MAG_MIP_POINT, " \ "addressU = TEXTURE_ADDRESS_CLAMP, " \ "addressV = TEXTURE_ADDRESS_CLAMP, " \ "addressW = TEXTURE_ADDRESS_CLAMP, " \ "maxAnisotropy = 1)" ConstantBuffer g_constants : register(b0); Texture2D g_textures[] : register(t0); SamplerState g_sampler : register(s0); /* ========================== * * Vertex shader * ========================== */ struct vs_input { DECLS(uint, SV_VertexID); }; struct vs_output { DECLS(float4, SV_Position); DECLS(float2, uv); }; SH_ENTRY(ROOTSIG) struct vs_output vs(struct vs_input input) { static const float2 unit_quad_verts[4] = { float2(-0.5f, -0.5f), float2(0.5f, -0.5f), float2(0.5f, 0.5f), float2(-0.5f, 0.5f) }; float2 vert = unit_quad_verts[input.SV_VertexID]; struct vs_output output; output.SV_Position = mul(g_constants.projection, float4(vert, 0, 1)); output.uv = vert + 0.5; return output; } /* ========================== * * Pixel shader * ========================== */ struct ps_input { struct vs_output vs; }; struct ps_output { DECLS(float4, SV_Target); }; SH_ENTRY(ROOTSIG) struct ps_output ps(struct ps_input input) { struct ps_output output; float4 color = g_textures[g_constants.tex_urid].Sample(g_sampler, input.vs.uv); output.SV_Target = color; return output; }