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https://bitbucket.org/CPMADevs/cnq3
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63 lines
1.6 KiB
HLSL
63 lines
1.6 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Im3d integration
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#include "scene_view.h.hlsli"
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#include "../common/im3d.hlsli"
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#if VERTEX_SHADER
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cbuffer RootConstants
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{
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float2 viewport;
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uint vertexBufferIndex;
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uint vertexOffset;
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};
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VOut vs(uint vertexId : SV_VertexID)
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{
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SceneView scene = GetSceneView();
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StructuredBuffer<Vertex> vertexBuffer = ResourceDescriptorHeap[vertexBufferIndex];
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Im3dVertexShaderInput input;
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input.viewMatrix = scene.viewMatrix;
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input.projectionMatrix = scene.projectionMatrix;
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input.viewport = viewport;
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input.vertexOffset = vertexOffset;
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input.vertexBuffer = vertexBuffer;
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input.vertexId = vertexId;
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return VertexShader(input);
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}
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#endif
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#if PIXEL_SHADER
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float4 ps(VOut input) : SV_Target
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{
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return PixelShader(input);
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}
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#endif
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