power_play/res/shaders/triangle.hlsl

41 lines
751 B
HLSL

#include "shaders/common.hlsl"
struct {
SamplerState sampler0;
Texture2D texture0;
} globals;
cbuffer constants : register(b0)
{
float4x4 projection;
};
struct vs_input {
DECL(float4, pos);
DECL(float2, uv);
DECL(float4, tint_srgb);
};
struct ps_input {
DECL_PS(screen_pos);
DECL(float2, uv);
DECL(float4, tint_lin);
};
ps_input vs_main(vs_input input)
{
ps_input output;
output.screen_pos = mul(projection, float4(input.pos.xy, 0.f, 1.f));
output.uv = input.uv;
output.tint_lin = linear_from_srgb(input.tint_srgb);
return output;
}
float4 ps_main(ps_input input) : SV_TARGET
{
float4 color = globals.texture0.Sample(globals.sampler0, input.uv) * input.tint_lin;
return color;
}