109 lines
3.3 KiB
ReStructuredText
109 lines
3.3 KiB
ReStructuredText
ConstantBuffer<K_MaterialSig> sig : register(b0);
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/* ========================== *
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* Vertex shader
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* ========================== */
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Struct(VsInput)
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{
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Semantic(u32, SV_InstanceID);
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Semantic(u32, SV_VertexID);
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};
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Struct(VSOutput)
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{
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nointerpolation Semantic(u32, tex_nurid);
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nointerpolation Semantic(u32, grid_id);
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Semantic(Vec2, uv);
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Semantic(Vec4, tint_lin);
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Semantic(Vec4, emittance_lin);
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Semantic(Vec4, SV_Position);
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};
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K_ENTRY VSOutput vs(VsInput input)
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{
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static const Vec2 unit_quad_verts[4] = {
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Vec2(-0.5f, -0.5f),
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Vec2(0.5f, -0.5f),
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Vec2(0.5f, 0.5f),
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Vec2(-0.5f, 0.5f)
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};
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StructuredBuffer<K_MaterialInstance> instances = GpuResourceFromUrid(sig.instances_urid);
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K_MaterialInstance instance = instances[input.SV_InstanceID];
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Vec2 vert = unit_quad_verts[input.SV_VertexID];
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Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy;
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VSOutput output;
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output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1));
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output.tex_nurid = instance.tex_nurid;
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output.grid_id = instance.grid_id;
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output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
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output.tint_lin = LinearFromSrgbU32(instance.tint_srgb);
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output.emittance_lin = LinearFromSrgbVec4(Vec4(instance.light_emittance_srgb, instance.is_light));
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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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Struct(PsInput)
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{
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VSOutput vs;
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};
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Struct(PSOutput)
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{
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Semantic(Vec4, SV_Target0); /* Albedo */
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Semantic(Vec4, SV_Target1); /* Emittance */
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};
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K_ENTRY PSOutput ps(PsInput input)
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{
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PSOutput output;
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Vec4 albedo = input.vs.tint_lin;
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/* Texture */
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if (input.vs.tex_nurid < 0xFFFFFFFF) {
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Texture2D<Vec4> tex = GpuResourceFromNurid(input.vs.tex_nurid);
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albedo *= tex.Sample(s_point_clamp, input.vs.uv);
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}
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/* Grid */
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if (input.vs.grid_id < 0xFFFFFFFF) {
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StructuredBuffer<K_MaterialGrid> grids = GpuResourceFromUrid(sig.grids_urid);
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K_MaterialGrid grid = grids[input.vs.grid_id];
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Vec2 grid_pos = input.vs.SV_Position.xy + grid.offset;
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float half_thickness = grid.line_thickness / 2;
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float spacing = grid.line_spacing;
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u32 color_srgb = grid.bg0_srgb;
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Vec2 v = abs(round(grid_pos / spacing) * spacing - grid_pos);
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float dist = min(v.x, v.y);
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if (grid_pos.y <= half_thickness && grid_pos.y >= -half_thickness) {
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color_srgb = grid.x_srgb;
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} else if (grid_pos.x <= half_thickness && grid_pos.x >= -half_thickness) {
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color_srgb = grid.y_srgb;
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} else if (dist < half_thickness) {
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color_srgb = grid.line_srgb;
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} else {
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bool checker = 0;
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u32 cell_x = (u32)(abs(grid_pos.x) / spacing) + (grid_pos.x < 0);
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u32 cell_y = (u32)(abs(grid_pos.y) / spacing) + (grid_pos.y < 0);
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if (cell_x % 2 == 0) {
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checker = cell_y % 2 == 0;
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} else {
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checker = cell_y % 2 == 1;
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}
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if (checker) {
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color_srgb = grid.bg1_srgb;
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}
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}
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albedo = LinearFromSrgbU32(color_srgb);
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}
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Vec4 emittance = input.vs.emittance_lin * albedo.a;
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output.SV_Target0 = albedo;
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output.SV_Target1 = emittance;
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return output;
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}
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