Files
glitchy-engine-beef/GlitchyEditor/resources/Shaders/RenderTargetGroupViewer.hlsl
Simon Lübeß c1a87ed946 Separated Assets to Resources (Engine assets) and Assets (Project specific)
+ AssetHierarchy: Exposed RootNode
+ ContentBrowserWindow: Fixed Empty Folder not being Leaf-Node
+ TreeNode: Added IsParentOf, IsChildOf and IsInSubtree.
    + Fixed InternalDeleteTreeAndChildren for null trees
2023-07-30 20:30:06 +02:00

112 lines
2.8 KiB
HLSL

Texture2DArray Texture : register(t0);
SamplerState Sampler : register(s0);
Texture2DArray<int4> IntTexture : register(t1);
SamplerState IntSampler : register(s1);
Texture2DArray<uint4> UIntTexture : register(t2);
SamplerState UIntSampler : register(s2);
#define SWIZZLE_NONE 0
#define SWIZZLE_R 1
#define SWIZZLE_G 2
#define SWIZZLE_B 3
#define SWIZZLE_A 4
cbuffer Constants
{
float ColorOffset = 0.5;
float AlphaOffset = 0.0;
float ColorScale = 0.5;
float AlphaScale = 1.0;
float MipLevel = 0.0;
float ArraySlice = 0.0;
// 0: Float | 1: Int | 2: Uint
int Mode = 0;
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
float2 Texels;
float4x4 WorldViewProjection;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
output.Texcoord = input.Texcoord;
return output;
}
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
{
switch (swizzleMode)
{
case SWIZZLE_R:
output = colorToSwizzle.r;
break;
case SWIZZLE_G:
output = colorToSwizzle.g;
break;
case SWIZZLE_B:
output = colorToSwizzle.b;
break;
case SWIZZLE_A:
output = colorToSwizzle.a;
break;
default:
break;
}
}
float4 PS(PS_Input input) : SV_Target0
{
float4 outputColor;
if (Mode == 0)
{
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
// Quasi next neighbor
float4 color = Texture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 1)
{
int4 color = IntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 2)
{
uint4 color = UIntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
float4 swizzledOutput = float4(0, 0, 0, 1);
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
return swizzledOutput;
}
#pragma Effect[VS=VS; PS=PS]