mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-12-11 13:02:23 +00:00
3b6a3a5019
don't track .user files except for cnq3 and cnq3-server disabled FPS hack disabled FPS hack, part 2
76 lines
1.7 KiB
HLSL
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
|