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95 lines
2.9 KiB
HLSL
95 lines
2.9 KiB
HLSL
#pragma pack_matrix( row_major )
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struct VertexShaderConstants
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{
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matrix model;
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matrix projectionAndView;
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};
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ConstantBuffer<VertexShaderConstants> Constants : register(b0);
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struct VertexShaderInput
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{
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float3 pos : POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct VertexShaderOutput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define ColorRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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"DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0)"
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#define TextureRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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#define YUVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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#define NVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(ColorRS)]
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VertexShaderOutput mainColor(VertexShaderInput input)
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{
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VertexShaderOutput output;
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float4 pos = float4(input.pos, 1.0f);
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// Transform the vertex position into projected space.
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pos = mul(pos, Constants.model);
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pos = mul(pos, Constants.projectionAndView);
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output.pos = pos;
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// Pass through texture coordinates and color values without transformation
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output.tex = input.tex;
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output.color = input.color;
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return output;
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}
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[RootSignature(TextureRS)]
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VertexShaderOutput mainTexture(VertexShaderInput input)
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{
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return mainColor(input);
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}
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[RootSignature(YUVRS)]
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VertexShaderOutput mainYUV(VertexShaderInput input)
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{
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return mainColor(input);
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}
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[RootSignature(NVRS)]
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VertexShaderOutput mainNV(VertexShaderInput input)
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{
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return mainColor(input);
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} |