power_play/res/sh/ui.hlsl
2025-07-18 15:03:31 -05:00

88 lines
2.4 KiB
HLSL

#include "sh/common.hlsl"
/* ========================== *
* Root signature
* ========================== */
#define ROOTSIG \
"RootConstants(num32BitConstants = 16, b0), " \
"DescriptorTable(SRV(t0, space = 0, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
"SRV(t0, space = 1), " \
\
"StaticSampler(s0, " \
"filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"maxAnisotropy = 1)"
ConstantBuffer<struct sh_ui_constants> g_constants : register(b0);
Texture2D<float4> g_textures[] : register(t0, space0);
StructuredBuffer<struct sh_ui_instance> g_instances : register(t0, space1);
SamplerState g_sampler : register(s0);
/* ========================== *
* Vertex shader
* ========================== */
struct vs_input {
DECLS(uint, SV_InstanceID);
DECLS(uint, SV_VertexID);
};
struct vs_output {
nointerpolation DECLS(int, tex_nurid);
DECLS(float2, uv);
DECLS(float4, tint_srgb);
DECLS(float4, SV_Position);
};
SH_ENTRY(ROOTSIG) struct vs_output vs(struct vs_input input)
{
static const float2 unit_quad_verts[4] = {
float2(-0.5f, -0.5f),
float2(0.5f, -0.5f),
float2(0.5f, 0.5f),
float2(-0.5f, 0.5f)
};
struct sh_ui_instance instance = g_instances[input.SV_InstanceID];
float2 vert = unit_quad_verts[input.SV_VertexID];
float2 world_pos = mul(instance.xf, float3(vert, 1)).xy;
struct vs_output output;
output.SV_Position = mul(g_constants.projection, float4(world_pos, 0, 1));
output.tex_nurid = instance.tex_nurid;
output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
output.tint_srgb = float4_norm_from_uint(instance.tint_srgb);
return output;
}
/* ========================== *
* Pixel shader
* ========================== */
struct ps_input {
struct vs_output vs;
};
struct ps_output {
DECLS(float4, SV_Target0);
};
SH_ENTRY(ROOTSIG) struct ps_output ps(struct ps_input input)
{
struct ps_output output;
float4 color = input.vs.tint_srgb;
/* Texture */
if (input.vs.tex_nurid >= 0) {
Texture2D<float4> tex = g_textures[NURID(input.vs.tex_nurid)];
color *= tex.Sample(g_sampler, input.vs.uv);
}
output.SV_Target0 = color;
return output;
}