-
Notifications
You must be signed in to change notification settings - Fork 29
/
Copy pathshaders.hlsl
59 lines (54 loc) · 1.89 KB
/
shaders.hlsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*/
[[vk::constant_id(0)]] const float c_offset = 0;
[[vk::constant_id(1)]] const uint c_color = 0xffffff;
static const float2 g_positions[] = {
float2(-0.5, -0.5),
float2(0, 0.5),
float2(0.5, -0.5)
};
static const float3 g_colors[] = {
float3(1, 0, 0),
float3(0, 1, 0),
float3(0, 0, 1)
};
void main_vs(
uint i_vertexId : SV_VertexID,
out float4 o_pos : SV_Position,
out float3 o_color : COLOR
)
{
o_pos = float4(g_positions[i_vertexId], 0, 1);
o_pos.x = o_pos.x * 0.5 + c_offset;
o_color = g_colors[i_vertexId];
}
void main_ps(
in float4 i_pos : SV_Position,
in float3 i_color : COLOR,
out float4 o_color : SV_Target0
)
{
o_color.r = float(c_color & 0xff) / 0xff;
o_color.g = float((c_color >> 8) & 0xff) / 0xff;
o_color.b = float((c_color >> 16) & 0xff) / 0xff;
o_color.a = 1;
}