v/shaders/shader.slang
2026-02-19 22:47:55 +01:00

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struct VSInput {
float2 pos;
float2 scale;
float2 uv;
float4 color;
float alpha;
uint32_t textureID;
};
struct VSOutput {
float4 pos : SV_POSITION;
float2 uv;
float4 color;
float alpha;
uint32_t tex_id;
};
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 main(VSInput input, uint vertex_index : SV_VertexID) {
VSOutput output;
float2 vertex_pos = square[vertex_index % 6];
float2 final_pos = (vertex_pos * input.scale) + input.pos;
output.pos = 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 main(VSOutput input) {
return float4(input.color.rgb, input.alpha);
}