/* =========================================================================== Copyright (C) 2023 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // UI rendering struct VOut { float4 position : SV_Position; float2 texCoords : TEXCOORD0; float4 color : COLOR0; }; #if VERTEX_SHADER cbuffer RootConstants { float2 scale; }; struct VIn { float2 position : POSITION; float2 texCoords : TEXCOORD0; float4 color : COLOR0; }; VOut vs(VIn input) { const float2 position = input.position * scale; VOut output; output.position = float4(position.x - 1.0, 1.0 - position.y, 0.0, 1.0); output.texCoords = input.texCoords; output.color = input.color; return output; } #endif #if PIXEL_SHADER cbuffer RootConstants { uint textureIndex; uint samplerIndex; }; Texture2D textures2D[4096] : register(t0); SamplerState samplers[12] : register(s0); float4 ps(VOut input) : SV_Target { return textures2D[textureIndex].Sample(samplers[samplerIndex], input.texCoords) * input.color; } #endif