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