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https://github.com/id-Software/DOOM-3-BFG.git
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72 lines
2 KiB
HLSL
72 lines
2 KiB
HLSL
/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "global_inc.hlsl"
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#pragma pack_matrix(row_major)
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// *INDENT-OFF*
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struct VS_INPUT
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{
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float3 pos : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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// *INDENT-ON*
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PS_INPUT main_vs( VS_INPUT input )
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{
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float4 pos = float4( input.pos, 1 );
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PS_INPUT output;
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output.pos.x = dot4( pos, rpMVPmatrixX );
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output.pos.y = dot4( pos, rpMVPmatrixY );
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output.pos.z = dot4( pos, rpMVPmatrixZ );
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output.pos.w = dot4( pos, rpMVPmatrixW );
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output.color = swizzleColor( input.color );
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output.uv = input.uv;
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return output;
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}
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Texture2D t_Texture :
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register( t0 );
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SamplerState s_Sampler :
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register( s0 );
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float4 main_ps( PS_INPUT input ) : SV_Target
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{
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float4 color = t_Texture.Sample( s_Sampler, input.uv ) * input.color;
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clip( color.a - rpAlphaTest.x );
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return sRGBAToLinearRGBA( color );
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}
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