52 lines
1.1 KiB
HLSL
52 lines
1.1 KiB
HLSL
#include "shaders_dx11/common.hlsl"
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struct vs_instance {
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float2x3 xf;
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};
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struct ps_input {
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DESV(float4, screen_pos, SV_POSITION);
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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_instance_buffer : register(t0);
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cbuffer constants : register(b0)
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{
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float4x4 G_projection;
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uint G_instance_offset;
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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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ps_input vs_main(uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID)
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{
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vs_instance instance = G_instance_buffer[G_instance_offset + instance_id];
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float2 vert = G_quad_verts[vertex_id];
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float2 world_pos = mul(instance.xf, float3(vert, 1)).xy;
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ps_input output;
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output.screen_pos = mul(G_projection, float4(world_pos, 0, 1));
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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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float4 ps_main(ps_input input) : SV_TARGET
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{
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return float4(0, 0, 0, 0);
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}
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