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Seele/res/shaders/UIPass.slang
T
2022-04-18 18:08:38 +02:00

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struct RenderElementStyle
{
float3 position;
uint backgroundImageIndex;
float3 backgroundColor;
float opacity;
//float4 borderBottomColor;
//float4 borderLeftColor;
//float4 borderRightColor;
//float4 borderTopColor;
//float borderBottomLeftRadius;
//float borderBottomRightRadius;
//float borderTopLeftRadius;
//float borderTopRightRadius;
float2 dimensions;
};
struct ViewData
{
float4x4 projectionMatrix;
};
layout(set = 0, binding = 0)
ConstantBuffer<ViewData> viewData;
layout(set = 0, binding = 1)
SamplerState backgroundSampler;
layout(set = 0, binding = 2)
ConstantBuffer<uint> numBackgroundTextures;
layout(set = 0, binding = 3)
Texture2D<float4> backgroundTextures[];
struct VertexStageOutput
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD;
RenderElementStyle style : RENDER_STYLE;
};
[shader("vertex")]
VertexStageOutput vertexMain(uint vertexId : SV_VertexID, RenderElementStyle style)
{
float xMin = style.position.x;
float xMax = xMin + style.dimensions.x;
float yMin = style.position.y;
float yMax = yMin + style.dimensions.y;
float4 coordinates[] = {
float4(xMin, yMin, 0, 0),
float4(xMin, yMax, 0, 1),
float4(xMax, yMin, 1, 0),
float4(xMax, yMax, 1, 1)
};
VertexStageOutput output;
output.position = mul(viewData.projectionMatrix, float4(coordinates[vertexId].xy, style.position.z, 1));
output.texCoords = coordinates[vertexId].zw;
output.style = style;
return output;
}
[shader("fragment")]
float4 fragmentMain(
float4 position : SV_Position,
float2 texCoords : TEXCOORD,
RenderElementStyle style : RENDER_STYLE
) : SV_Target
{
float4 bgTextureColor = float4(1, 1, 1, 1);
uint imageIndex = style.backgroundImageIndex;
if(imageIndex < numBackgroundTextures)
{
bgTextureColor = backgroundTextures[imageIndex].Sample(backgroundSampler, texCoords);
}
return float4(style.backgroundColor, style.opacity) * bgTextureColor;
}