v/shaders/shader.slang
2026-04-28 19:46:41 +02:00

59 lines
1.3 KiB
Plaintext

struct VSInput {
float2 pos;
float2 scale;
float2 uv;
float4 color;
float alpha;
uint vertex_index : SV_VertexID;
};
struct VSOutput {
float4 pos : SV_POSITION;
float2 uv;
float4 color;
float alpha;
//uint32_t tex_id;
};
struct Uniforms {
float4x4 proj;
};
ConstantBuffer<Uniforms> uniforms : register(b1);
Texture2D colorTexture : register(t0);
SamplerState samplerState;
static const float2 square[6] = {
float2(-0.5, -0.5), // Top-left
float2(-0.5, 0.5), // Bottom-left
float2( 0.5, -0.5), // Top-right
float2( 0.5, -0.5), // Top-right
float2(-0.5, 0.5), // Bottom-left
float2( 0.5, 0.5) // Bottom-right
};
[shader ("vertex")]
VSOutput vs_main(VSInput input) {
VSOutput output;
float2 vertex_pos = square[input.vertex_index % 6];
float2 final_pos = (vertex_pos * input.scale) + input.pos;
output.pos = mul(uniforms.proj, float4(final_pos, 0.0, 1.0));
output.uv = input.uv;
output.color = input.color;
output.alpha = input.alpha;
//output.tex_id = input.textureID;
return output;
}
[shader("fragment")]
float4 fs_main(VSOutput input) {
float4 texColor = colorTexture.Sample(samplerState, input.uv);
return texColor * float4(input.color.rgb, input.alpha);
}