86 lines
2.0 KiB
HLSL
86 lines
2.0 KiB
HLSL
#include "sh/common.hlsl"
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struct sh_material_constant {
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float4x4 projection;
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uint instance_offset;
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};
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struct sh_material_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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* Root Signature
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* ========================== */
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#define ROOTSIG \
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"CBV(b0), " \
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"DescriptorTable(SRV(t0), SRV(t1)), " \
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"DescriptorTable(Sampler(s0))"
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cbuffer cbuff : register(b0)
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{
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struct sh_material_constant g_constant;
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};
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StructuredBuffer<struct sh_material_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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/* ========================== *
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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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static const int2 g_uv_factors[4] = {
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int2(0, 0),
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int2(1, 0),
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int2(1, 1),
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int2(0, 1)
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};
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struct vs_output {
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DESV(float4, screen_pos, 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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[RootSignature(ROOTSIG)]
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struct vs_output sh_material_vs(uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID)
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{
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struct sh_material_instance instance = g_instances[g_constant.instance_offset + instance_id];
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float2 vert = g_quad_verts[vertex_id];
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float2 uv_factor = g_uv_factors[vertex_id];
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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.screen_pos = mul(g_constant.projection, float4(world_pos, 0, 1));
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output.uv = instance.uv0 + uv_factor * (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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[RootSignature(ROOTSIG)]
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float4 sh_material_ps(struct vs_output input) : SV_TARGET
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{
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float4 color = g_texture.Sample(g_sampler, input.uv) * input.tint_lin;
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return color;
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}
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