Files
Seele/res/shaders/TextPass.slang
T
2025-01-12 11:26:52 +01:00

65 lines
1.6 KiB
Plaintext

import Common;
struct GlyphInstanceData
{
float x;
float y;
float z;
float width;
float height;
uint glyphIndex;
};
struct TextData
{
StructuredBuffer<GlyphInstanceData> glyphs;
SamplerState glyphSampler;
Texture2D<float> glyphTextures[];
};
ParameterBlock<TextData> pText;
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 = pText.glyphs[input.instanceId].x;
float ypos = pText.glyphs[input.instanceId].y;
float w = pText.glyphs[input.instanceId].width;
float h = pText.glyphs[input.instanceId].height;
const float4 coordinates[4] = {
float4(xpos, ypos, 0, 0),
float4(xpos, ypos + h, 0, 1),
float4(xpos + w, ypos, 1, 0),
float4(xpos + w, ypos + h, 1, 1),
};
float4 vertex = coordinates[input.vertexId];
VertexOutput output;
output.texCoords = vertex.zw;
output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, pText.glyphs[input.instanceId].z-1, 1));
output.glyphIndex = pText.glyphs[input.instanceId].glyphIndex;
return output;
}
[shader("fragment")]
float4 fragmentMain(
float4 position : SV_Position,
float2 texCoords : TEXCOORD,
uint glyphIndex : GLYPHINDEX
) : SV_Target
{
return float4(0,0,0,pText.glyphTextures[glyphIndex].Sample(pText.glyphSampler, texCoords));
}