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Seele/res/shaders/test.slang
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2023-12-12 11:37:00 +01:00

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const static float2 positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
const static float3 colors[3] = {
float3(1.0, 1.0, 0.0),
float3(0.0, 1.0, 1.0),
float3(1.0, 0.0, 1.0)
};
struct Vertex
{
float4 pos : SV_Position;
float3 color : Color;
int index : Index;
};
const static uint MAX_VERTS = 12;
const static uint MAX_PRIMS = 4;
[outputtopology("triangle")]
[shader("mesh")]
[numthreads(3, 1, 1)]
void meshMain(
in uint tig : SV_GroupIndex,
out Vertices<Vertex, MAX_VERTS> verts,
out Indices<uint3, MAX_PRIMS> triangles)
{
const uint numVertices = 12;
const uint numPrimitives = 4;
SetMeshOutputCounts(numVertices, numPrimitives);
for(uint i = tig; i < numVertices; ++i)
{
const int tri = i / 3;
verts[i] = {float4(positions[i % 3], 0, 1), colors[i % 3], tri};
}
for(uint i = tig; i < numPrimitives; ++i)
{
triangles[i] = i * 3 + uint3(0,1,2);
}
}