92 lines
2.3 KiB
HLSL
92 lines
2.3 KiB
HLSL
#include "shaders/common.hlsl"
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struct vs_instance {
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struct xform xf;
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float2 uv0;
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float2 uv1;
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uint tint_srgb;
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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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DECL(float2, uv);
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DECL(float4, tint_lin);
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};
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/* ========================== *
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* Globals
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* ========================== */
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SamplerState G_sampler : register(s0);
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Texture2D G_Texture : register(t0);
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StructuredBuffer<vs_instance> G_instance_buffer : register(t1);
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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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ps_input vs_main(uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID)
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{
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// static float2 quad[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 uint indices[6] = { 0, 1, 2, 2, 3, 0 };
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static const float2 vertices[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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vs_instance instance = G_instance_buffer[instance_id + G_instance_offset];
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int index = indices[vertex_id];
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int top = index == 0 || index == 1;
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int right = index == 1 || index == 2;
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int bottom = index == 2 || index == 3;
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int left = index == 3 || index == 0;
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//int top = vertex_id == 0 || vertex_id == 2;
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//int left = vertex_id == 0 || vertex_id == 1;
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//int bottom = vertex_id == 1 || vertex_id == 3;
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//int right = vertex_id == 2 || vertex_id == 3;
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float2 vert = vertices[index];
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float2 world_pos = xform_mul(instance.xf, vert);
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float4 screen_pos = mul(G_projection, float4(world_pos, 0, 1));
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float uv_x = instance.uv0.x * left;
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uv_x += instance.uv1.x * right;
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float uv_y = instance.uv0.y * top;
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uv_y += instance.uv1.y * bottom;
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ps_input output;
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output.screen_pos = screen_pos;
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output.uv = float2(uv_x, uv_y);
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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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float4 ps_main(ps_input 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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