cnq3/code/renderer/shaders/crp/im3d.hlsl
2024-07-23 18:24:44 +02:00

63 lines
1.6 KiB
HLSL

/*
===========================================================================
Copyright (C) 2024 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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Im3d integration
#include "scene_view.h.hlsli"
#include "../common/im3d.hlsli"
#if VERTEX_SHADER
cbuffer RootConstants
{
float2 viewport;
uint vertexBufferIndex;
uint vertexOffset;
};
VOut vs(uint vertexId : SV_VertexID)
{
SceneView scene = GetSceneView();
StructuredBuffer<Vertex> vertexBuffer = ResourceDescriptorHeap[vertexBufferIndex];
Im3dVertexShaderInput input;
input.viewMatrix = scene.viewMatrix;
input.projectionMatrix = scene.projectionMatrix;
input.viewport = viewport;
input.vertexOffset = vertexOffset;
input.vertexBuffer = vertexBuffer;
input.vertexId = vertexId;
return VertexShader(input);
}
#endif
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
return PixelShader(input);
}
#endif