#include "shaders/common.hlsl" struct vs_instance { struct xform xf; float2 uv0; float2 uv1; uint tint_srgb; }; struct ps_input { DESV(float4, screen_pos, SV_POSITION); DECL(float2, uv); DECL(float4, tint_lin); }; /* ========================== * * Globals * ========================== */ SamplerState G_sampler : register(s0); Texture2D G_Texture : register(t0); StructuredBuffer G_instance_buffer : register(t1); cbuffer constants : register(b0) { float4x4 G_projection; uint G_instance_offset; }; /* ========================== * * Vertex shader * ========================== */ static const float2 G_quad_verts[4] = { float2(-0.5f, -0.5f), float2( 0.5f, -0.5f), float2( 0.5f, 0.5f), float2(-0.5f, 0.5f) }; static const int2 G_uv_factors[4] = { int2(0, 0), int2(1, 0), int2(1, 1), int2(0, 1) }; ps_input vs_main(uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID) { vs_instance instance = G_instance_buffer[G_instance_offset + instance_id]; float2 vert = G_quad_verts[vertex_id]; float2 uv_factor = G_uv_factors[vertex_id]; float2 world_pos = xform_mul(instance.xf, vert); float4 screen_pos = mul(G_projection, float4(world_pos, 0, 1)); ps_input output; output.screen_pos = screen_pos; output.uv = instance.uv0 + uv_factor * (instance.uv1 - instance.uv0); output.tint_lin = linear_from_srgb32(instance.tint_srgb); return output; } /* ========================== * * Pixel shader * ========================== */ float4 ps_main(ps_input input) : SV_TARGET { float4 color = G_Texture.Sample(G_sampler, input.uv) * input.tint_lin; return color; }