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Seele/res/shaders/TextPass.slang
T

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struct GlyphData
{
float4 bearingSize;
};
struct ViewData
{
float4x4 projectionMatrix;
}
struct TextData
{
float4 textColor;
float scale;
}
layout(set = 0, binding = 0)
ConstantBuffer<ViewData> viewData;
layout(set = 0, binding = 1)
SamplerState glyphSampler;
//layout(set = 1)
//StructuredBuffer<GlyphData> glyphData;
layout(set = 1)
Texture2D<uint> glyphTextures[];
layout(push_constant)
ConstantBuffer<TextData> textData;
struct VertexStageInput
{
float2 position;
float2 widthHeight;
uint glyphIndex;
uint vertexId : SV_VertexID;
};
struct VertexStageOutput
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD;
uint glyphIndex : GLYPHINDEX;
};
[shader("vertex")]
VertexStageOutput vertexMain(VertexStageInput input)
{
float xpos = input.position.x;
float ypos = input.position.y;
float w = input.widthHeight.x;
float h = input.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];
VertexStageOutput output;
output.texCoords = 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 texCoords : TEXCOORD,
uint glyphIndex : GLYPHINDEX
) : SV_Target
{
return textData.textColor * glyphTextures[glyphIndex].Sample(glyphSampler, texCoords);
}