88 lines
2.4 KiB
HLSL
88 lines
2.4 KiB
HLSL
#include "sh/common.hlsl"
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/* ========================== *
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* Root signature
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* ========================== */
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#define ROOTSIG \
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"RootConstants(num32BitConstants = 16, b0), " \
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"DescriptorTable(SRV(t0, space = 0, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
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"SRV(t0, space = 1), " \
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\
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"StaticSampler(s0, " \
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"filter = FILTER_MIN_MAG_MIP_POINT, " \
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"addressU = TEXTURE_ADDRESS_CLAMP, " \
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"addressV = TEXTURE_ADDRESS_CLAMP, " \
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"addressW = TEXTURE_ADDRESS_CLAMP, " \
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"maxAnisotropy = 1)"
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ConstantBuffer<struct sh_ui_constants> g_constants : register(b0);
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Texture2D<float4> g_textures[] : register(t0, space0);
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StructuredBuffer<struct sh_ui_instance> g_instances : register(t0, space1);
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SamplerState g_sampler : register(s0);
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/* ========================== *
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* Vertex shader
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* ========================== */
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struct vs_input {
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DECLS(uint, SV_InstanceID);
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DECLS(uint, SV_VertexID);
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};
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struct vs_output {
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nointerpolation DECLS(int, tex_nurid);
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DECLS(float2, uv);
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DECLS(float4, tint_srgb);
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DECLS(float4, SV_Position);
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};
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SH_ENTRY(ROOTSIG) struct vs_output vs(struct vs_input input)
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{
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static const float2 unit_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 sh_ui_instance instance = g_instances[input.SV_InstanceID];
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float2 vert = unit_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.tex_nurid = instance.tex_nurid;
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output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
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output.tint_srgb = float4_norm_from_uint(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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DECLS(float4, SV_Target0);
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};
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SH_ENTRY(ROOTSIG) struct ps_output ps(struct ps_input input)
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{
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struct ps_output output;
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float4 color = input.vs.tint_srgb;
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/* Texture */
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if (input.vs.tex_nurid >= 0) {
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Texture2D<float4> tex = g_textures[NURID(input.vs.tex_nurid)];
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color *= tex.Sample(g_sampler, input.vs.uv);
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}
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output.SV_Target0 = color;
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return output;
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}
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