power_play/res/sh/material.hlsl
2025-06-23 15:08:41 -05:00

78 lines
2.2 KiB
HLSL

#include "sh/common.hlsl"
/* ========================== *
* Root signature
* ========================== */
#define ROOTSIG \
"CBV(b0), " \
"SRV(t0), " \
"DescriptorTable(SRV(t1, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
"StaticSampler(s0, " \
"filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"maxAnisotropy = 1)"
cbuffer cb : register(b0) { struct sh_material_constants g_constants; };
StructuredBuffer<struct sh_material_instance> g_instances : register(t0);
Texture2D g_nuri_textures[] : register(t1);
SamplerState g_sampler : register(s0);
/* ========================== *
* Vertex shader
* ========================== */
struct vs_input {
DECL(uint, SV_InstanceID);
DECL(uint, SV_VertexID);
};
struct vs_output {
DECL(float4, SV_Position);
DECL(float2, uv);
DECL(float4, tint_lin);
DECL(uint, texture_nuri);
};
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_material_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.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
output.tint_lin = linear_from_srgb32(instance.tint_srgb);
output.texture_nuri = instance.texture_nuri;
return output;
}
/* ========================== *
* Pixel shader
* ========================== */
struct ps_input {
struct vs_output vs;
};
struct ps_output {
DECL(float4, SV_Target);
};
SH_ENTRY(ROOTSIG) struct ps_output ps(struct ps_input input)
{
struct ps_output output;
output.SV_Target = g_nuri_textures[NURI(input.vs.texture_nuri)].Sample(g_sampler, input.vs.uv) * input.vs.tint_lin;
return output;
}