cnq3/code/renderer/hlsl/ui.hlsl
myT 3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00

76 lines
1.7 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/>.
===========================================================================
*/
// UI rendering
struct VOut
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
};
#if VERTEX_SHADER
cbuffer RootConstants
{
float2 scale;
};
struct VIn
{
float2 position : POSITION;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
};
VOut vs(VIn input)
{
const float2 position = input.position * scale;
VOut output;
output.position = float4(position.x - 1.0, 1.0 - position.y, 0.0, 1.0);
output.texCoords = input.texCoords;
output.color = input.color;
return output;
}
#endif
#if PIXEL_SHADER
cbuffer RootConstants
{
uint textureIndex;
uint samplerIndex;
};
Texture2D textures2D[4096] : register(t0);
SamplerState samplers[12] : register(s0);
float4 ps(VOut input) : SV_Target
{
return textures2D[textureIndex].Sample(samplers[samplerIndex], input.texCoords) * input.color;
}
#endif