/* =========================================================================== 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 . =========================================================================== */ // Nuklear integration struct VOut { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; cbuffer RootConstants { float4x4 projectionMatrix; uint textureIndex; uint samplerIndex; }; #if VERTEX_SHADER 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 float4 ps(VOut input) : SV_Target { Texture2D texture0 = ResourceDescriptorHeap[textureIndex]; SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex]; float4 result = input.col * texture0.Sample(sampler0, input.uv); return result; } #endif