85 lines
1.8 KiB
HLSL
85 lines
1.8 KiB
HLSL
#include "shaders_dx11/common.hlsl"
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struct vs_constants {
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float4x4 projection;
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uint instance_offset;
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};
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struct vs_instance {
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float2x3 xf;
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float2 uv0;
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float2 uv1;
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uint tint_srgb;
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float emittance;
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};
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/* ========================== *
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* Globals
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* ========================== */
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StructuredBuffer<vs_instance> g_instances : register(t0);
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Texture2D g_texture : register(t1);
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SamplerState g_sampler : register(s0);
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cbuffer cbuff : register(b0)
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{
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struct vs_constants g_constants;
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};
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/* ========================== *
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* Vertex shader
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* ========================== */
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static const float2 g_quad_verts[4] = {
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float2(-0.5f, -0.5f),
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float2( 0.5f, -0.5f),
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float2( 0.5f, 0.5f),
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float2(-0.5f, 0.5f)
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};
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struct vs_input {
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DECL(uint, SV_InstanceID);
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DECL(uint, SV_VertexID);
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};
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struct vs_output {
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DECL(float4, SV_Position);
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DECL(float2, uv);
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DECL(float4, tint_lin);
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};
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struct vs_output vs_main(struct vs_input input)
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{
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vs_instance instance = g_instances[g_constants.instance_offset + input.SV_InstanceID];
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float2 vert = g_quad_verts[input.SV_VertexID];
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float2 world_pos = mul(instance.xf, float3(vert, 1)).xy;
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struct vs_output output;
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output.SV_Position = mul(g_constants.projection, float4(world_pos, 0, 1));
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output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
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output.tint_lin = linear_from_srgb32(instance.tint_srgb);
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return output;
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}
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/* ========================== *
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* Pixel shader
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* ========================== */
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struct ps_input {
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struct vs_output vs;
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};
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struct ps_output {
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DECL(float4, SV_Target);
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};
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struct ps_output ps_main(struct ps_input input)
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{
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struct ps_output output;
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output.SV_Target = g_texture.Sample(g_sampler, input.vs.uv) * input.vs.tint_lin;
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return output;
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}
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