Files
glitchy-engine-beef/Sandbox/content/Shaders/textureViewerShader.hlsl
T
2021-09-19 21:16:57 +02:00

50 lines
1.0 KiB
HLSL

Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float ColorOffset = 0.5f;
float AlphaOffset = 0.0f;
float ColorScale = 0.5f;
float AlphaScale = 1.0f;
float2 TextureSizeInPixels;
}
struct VS_Input
{
float2 Position : POSITION;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform);
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Texture.Sample(Sampler, input.TexCoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
return final;
}
#effect[VS=VS, PS=PS]