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Seele/res/shaders/TextPass.slang
T
2022-04-15 23:45:44 +02:00

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struct GlyphData
{
float2 bearing;
float2 size;
};
struct ViewData
{
float4x4 projectionMatrix;
}
layout(set = 0, binding = 0)
ConstantBuffer<ViewData> viewData;
layout(set = 0, binding = 1)
SamplerState glyphSampler;
layout(set = 1)
RWStructuredBuffer<GlyphData> glyphData;
layout(set = 2)
Texture2D<uint> glyphTextures[];
layout(push_constant)
ConstantBuffer<float> scale;
struct VertexStageInput
{
uint glyphIndex;
float2 position;
uint vertexId : SV_VertexID;
};
struct VertexStageOutput
{
float4 position : SV_Position;
float2 uvCoords : TEXCOORD;
uint glyphIndex : GLYPHINDEX;
};
[shader("vertex")]
VertexStageOutput vertexMain(VertexStageInput input)
{
GlyphData glyph = glyphData[input.glyphIndex];
float xpos = input.position.x + glyph.bearing.x * scale;
float ypos = input.position.y - (glyph.size.y - glyph.bearing.y) * scale;
float w = glyph.size.x * scale;
float h = glyph.size.y * scale;
float4 coordinates[4] = {
float4(xpos, ypos, 0, 1),
float4(xpos, ypos + h, 0, 0),
float4(xpos + w, ypos, 1, 1),
float4(xpos + w, ypos + h, 1, 0)
};
float4 vertex = coordinates[input.vertexId];
VertexStageOutput output;
output.uvCoords = vertex.zw;
output.position = mul(viewData.projectionMatrix, float4(vertex.xy, 0, 1));
output.glyphIndex = input.glyphIndex;
return output;
}
[shader("fragment")]
float4 fragmentMain(
float4 position : SV_Position,
float2 uvCoords : TEXCOORD,
uint glyphIndex : GLYPHINDEX
) : SV_Target
{
return glyphTextures[glyphIndex].Sample(glyphSampler, uvCoords);
}