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Seele/res/shaders/TextPass.slang
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import Common;
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struct GlyphInstanceData
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{
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float x;
float y;
float width;
float height;
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uint glyphIndex;
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};
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struct TextData
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{
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StructuredBuffer<GlyphInstanceData> glyphs;
SamplerState glyphSampler;
Texture2D<float> glyphTextures[];
};
ParameterBlock<TextData> pText;
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struct VertexInput
{
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uint vertexId : SV_VertexID;
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uint instanceId : SV_InstanceID;
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};
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struct VertexOutput
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{
float4 position : SV_Position;
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float2 texCoords : TEXCOORD;
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uint glyphIndex : GLYPHINDEX;
};
[shader("vertex")]
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VertexOutput vertexMain(VertexInput input)
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{
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float xpos = pText.glyphs[input.instanceId].x;
float ypos = pText.glyphs[input.instanceId].y;
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float w = pText.glyphs[input.instanceId].width;
float h = pText.glyphs[input.instanceId].height;
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const float4 coordinates[4] = {
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float4(xpos, ypos, 0, 1),
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float4(xpos, ypos + h, 0, 0),
float4(xpos + w, ypos, 1, 1),
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float4(xpos + w, ypos + h, 1, 0),
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};
float4 vertex = coordinates[input.vertexId];
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VertexOutput output;
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output.texCoords = vertex.zw;
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output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, 0, 1));
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output.glyphIndex = pText.glyphs[input.instanceId].glyphIndex;
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return output;
}
[shader("fragment")]
float4 fragmentMain(
float4 position : SV_Position,
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float2 texCoords : TEXCOORD,
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uint glyphIndex : GLYPHINDEX
) : SV_Target
{
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return float4(1, 0, 0, pText.glyphTextures[glyphIndex].Sample(pText.glyphSampler, texCoords));
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}