mirror of
https://bitbucket.org/CPMADevs/cnq3
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75 lines
1.6 KiB
HLSL
75 lines
1.6 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 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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// Nuklear integration
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struct VOut
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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#if VERTEX_SHADER
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cbuffer RootConstants
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{
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float4x4 projectionMatrix;
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};
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struct VIn
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{
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float2 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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VOut vs(VIn input)
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{
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VOut output;
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output.pos = mul(projectionMatrix, float4(input.pos.xy, 0.0, 1.0));
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output.col = input.col;
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output.uv = input.uv;
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return output;
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}
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#endif
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#if PIXEL_SHADER
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cbuffer RootConstants
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{
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uint textureIndex;
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uint samplerIndex;
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};
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SamplerState samplers[96] : register(s0);
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Texture2D textures[4096] : register(t0);
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float4 ps(VOut input) : SV_Target
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{
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return input.col * textures[textureIndex].Sample(samplers[samplerIndex], input.uv);
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}
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#endif
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