cnq3/code/renderer/shaders/crp/imgui.hlsl

66 lines
1.7 KiB
HLSL

/*
===========================================================================
Copyright (C) 2023-2024 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/>.
===========================================================================
*/
// Dear ImGui integration
cbuffer RootConstants : register(b0)
{
float4x4 projectionMatrix;
uint textureIndex;
uint samplerIndex;
float mipIndex;
float colorScale;
};
struct VIn
{
float2 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct VOut
{
float4 pos : SV_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;
}
float4 ps(VOut input) : SV_Target
{
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
float4 color = float4(colorScale.xxx, 1);
float4 result = input.col * color * texture0.SampleLevel(sampler0, input.uv, mipIndex);
return result;
}