/* =========================================================================== 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 . =========================================================================== */ // Dear ImGui integration struct VOut { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; #if VERTEX_SHADER cbuffer RootConstants { float4x4 projectionMatrix; }; struct VIn { float2 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; VOut vs(VIn input) { VOut output; output.pos = mul(projectionMatrix, float4(input.pos.xy, 0.0, 1.0)); output.col = input.col; output.uv = input.uv; return output; } #endif #if PIXEL_SHADER cbuffer RootConstants { uint textureIndex; uint samplerIndex; float mipIndex; }; SamplerState samplers[12] : register(s0); Texture2D textures[4096] : register(t0); float4 ps(VOut input) : SV_Target { return input.col * textures[textureIndex].SampleLevel(samplers[samplerIndex], input.uv, mipIndex); } #endif