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Seele/res/shaders/TextPass.slang
T

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import Common;
struct GlyphData
{
float4 bearingSize;
};
struct TextData
{
float4 textColor;
float scale;
}
struct GlyphSampler
{
SamplerState s;
}
ParameterBlock<GlyphSampler> glyphSampler;
//layout(set = 1)
//ShaderBuffer<GlyphData> glyphData;
struct GlyphTextures
{
Texture2D[256] textures;
}
ParameterBlock<GlyphTextures> pGlyphTextures;
struct GlyphInstanceData
{
float2 position;
float2 widthHeight;
uint glyphIndex;
};
struct TextRender
{
StructuredBuffer<GlyphInstanceData> instances;
TextData textData;
}
ParameterBlock<TextRender> pRender;
struct VertexInput
{
uint vertexId : SV_VertexID;
uint instanceId : SV_InstanceID;
};
struct VertexOutput
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD;
uint glyphIndex : GLYPHINDEX;
};
[shader("vertex")]
VertexOutput vertexMain(VertexInput input)
{
float xpos = pRender.instances[input.instanceId].position.x;
float ypos = pRender.instances[input.instanceId].position.y;
float w = pRender.instances[input.instanceId].widthHeight.x;
float h = pRender.instances[input.instanceId].widthHeight.y;
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];
VertexOutput output;
output.texCoords = vertex.zw;
output.position = mul(pViewParams.c.projectionMatrix, float4(vertex.xy, 0, 1));
output.glyphIndex = pRender.instances[input.instanceId].glyphIndex;
return output;
}
[shader("fragment")]
float4 fragmentMain(
float4 position : SV_Position,
float2 texCoords : TEXCOORD,
uint glyphIndex : GLYPHINDEX
) : SV_Target
{
return pRender.textData.textColor * pGlyphTextures.textures[glyphIndex].Sample(glyphSampler.s, texCoords);
}