xemu/subprojects/SPIRV-Reflect/examples/sample.hlsl

64 lines
1.5 KiB
HLSL

Texture2D MyTexture : register(t0, space0);
SamplerState MySampler : register(s1, space1);
struct RGB {
float r;
float g;
float b;
};
struct UBO {
float4x4 XformMatrix;
float3 Scale;
RGB Rgb;
float t;
float2 uv;
};
ConstantBuffer<UBO> MyConstants : register(b2, space2);
struct Data {
float4 Element;
};
ConsumeStructuredBuffer<Data> MyBufferIn : register(u3, space2);
AppendStructuredBuffer<Data> MyBufferOut : register(u4, space2);
struct PSInput {
float4 Position : SV_POSITION;
float3 Normal : NORMAL;
float3 Color : COLOR;
float Alpha : OPACITY;
float4 Scaling : SCALE;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float2 TexCoord2 : TEXCOORD2;
};
struct PSOutput {
float4 oColor0 : SV_TARGET0;
float4 oColor1 : SV_TARGET1;
float4 oColor2 : SV_TARGET2;
float4 oColor3 : SV_TARGET3;
float4 oColor4 : SV_TARGET4;
float4 oColor5 : SV_TARGET5;
float4 oColor6 : SV_TARGET6;
float4 oColor7 : SV_TARGET7;
};
PSOutput main(PSInput input)
{
Data val = MyBufferIn[0];
MyBufferOut[0] = val;
PSOutput ret;
ret.oColor0 = mul(MyConstants.XformMatrix, input.Position);
ret.oColor1 = float4(input.Normal, 1) + float4(MyConstants.Scale, 0);
ret.oColor2 = float4(input.Color, 1);
ret.oColor3 = float4(MyTexture.Sample(MySampler, input.TexCoord0).xyz, input.Alpha);
ret.oColor4 = input.Scaling;
ret.oColor5 = float4(input.TexCoord0, 0, 0);
ret.oColor6 = float4(input.TexCoord1, 0, 0);
ret.oColor7 = float4(input.TexCoord2, 0, 0);
return ret;
}