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draw_rects.hlsl
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/*
*
* Copyright (c) 2020 gyabo <[email protected]>
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*
*/
struct ObjectFormat {
float4 pos;
float4 scale;
float4 rotate;
float4 color;
float4 uvinfo;
uint metadata[4];
};
Texture2D<float4> layer_tex[] : register(t0);
Texture2D<float4> user_tex[] : register(t1);
ConstantBuffer<ObjectFormat> objects[] : register(b0);
SamplerState samplers[] : register(s0);
struct VSInput {
float4 pos : POSITION;
float4 uv : TEXCOORD;
float4 color : COLOR;
uint4 id : MATID;
};
struct PSInput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
};
PSInput VSMain(VSInput vsin)
{
PSInput result = (PSInput)0;
result.pos = float4(vsin.pos.xyz, 1.0);
result.uv = vsin.uv.xy;
result.color = vsin.color;
return result;
}
void PSMain(PSInput input, out float4 mrt0 : SV_TARGET)
{
mrt0 = input.color;
}