// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "./Flax/Common.hlsl" // [Quad Overdraw implementation based on https://blog.selfshadow.com/2012/11/12/counting-quads/ by Stephen Hill] Texture2D overdrawSRV : register(t0); float4 ToColour(uint v) { const uint nbColours = 10; const float4 colours[nbColours] = { float4(0, 0, 0, 255), float4(2, 147, 25, 255), float4(0, 255, 149, 255), float4(0, 255, 253, 255), float4(142, 250, 0, 255), float4(225, 251, 0, 255), float4(225, 147, 0, 255), float4(225, 38, 0, 255), float4(148, 17, 0, 255), float4(255, 255, 255, 255) }; return colours[min(v, nbColours - 1)] / 255.0; } META_PS(true, FEATURE_LEVEL_ES2) float4 PS(float4 svPos : SV_POSITION) : SV_Target { uint2 quad = svPos.xy * 0.5; uint overdraw = overdrawSRV[quad]; return ToColour(overdraw); }