2023-11-05 10:36:01 +01:00
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import Common;
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2022-04-18 18:08:38 +02:00
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struct RenderElementStyle
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{
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float x;
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float y;
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float w;
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float h;
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float3 color;
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float opacity;
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float z;
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uint textureIndex;
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uint pad0;
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uint pad1;
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};
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struct UIParameter
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{
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StructuredBuffer<RenderElementStyle> elements;
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SamplerState sampler;
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Texture2D textures[];
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};
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ParameterBlock<UIParameter> pParams;
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struct VertexOutput
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{
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float4 position : SV_Position;
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float2 texCoords : TEXCOORD;
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RenderElementStyle style : STYLE;
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};
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[shader("vertex")]
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VertexOutput vertexMain(uint vertexId : SV_VertexID, uint instanceId: SV_InstanceID)
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{
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RenderElementStyle style = pParams.elements[instanceId];
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float xMin = style.x;
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float xMax = xMin + style.w;
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float yMin = style.y;
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float yMax = yMin + style.h;
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float4 coordinates[] = {
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float4(xMin, yMin, 0, 0),
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float4(xMin, yMax, 0, 1),
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float4(xMax, yMin, 1, 0),
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float4(xMax, yMax, 1, 1)
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};
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VertexOutput output;
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output.position = mul(pViewParams.projectionMatrix, float4(coordinates[vertexId].xy, style.z-1, 1));
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output.texCoords = coordinates[vertexId].zw;
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output.style = style;
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(
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float2 texCoords : TEXCOORD,
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RenderElementStyle style : STYLE
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) : SV_Target
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{
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if(style.textureIndex == -1) {
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return float4(style.color, style.opacity);
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}
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return pParams.textures[style.textureIndex].Sample(pParams.sampler, texCoords.xy);
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}
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