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

76 lines
1.6 KiB
HLSL

/*
===========================================================================
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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// 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