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FlaxEngine/Source/Shaders/Quad.shader
2024-04-11 15:35:18 +02:00

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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
// Interpolants passed from the vertex shader to the PostFx material pixel shader
struct MaterialVertexOutput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
};
META_CB_BEGIN(0, Data)
float4 Color;
META_CB_END
// Vertex Shader for screen space quad rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
Quad_VS2PS VS(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
Quad_VS2PS output;
output.Position = float4(Position, 0, 1);
output.TexCoord = TexCoord;
return output;
}
// Vertex Shader function for postFx materials rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
MaterialVertexOutput VS_PostFx(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
MaterialVertexOutput output;
output.Position = float4(Position, 0, 1);
output.WorldPosition = output.Position.xyz;
output.TexCoord = TexCoord;
return output;
}
#ifdef _PS_CopyLinear
Texture2D Source : register(t0);
// Pixel Shader for screen space quad rendering for image copy (linear sampling)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_CopyLinear(Quad_VS2PS input) : SV_Target
{
return Source.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
}
#endif
// Pixel Shader for clearing a render target with a solid color
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Clear(Quad_VS2PS input) : SV_Target
{
return Color;
}
// Pixel Shader for clearing depth buffer
META_PS(true, FEATURE_LEVEL_ES2)
float PS_DepthClear(Quad_VS2PS input) : SV_Depth
{
return Color.r;
}
#ifdef _PS_DepthCopy
Texture2D Source : register(t0);
// Pixel Shader for copying depth buffer
META_PS(true, FEATURE_LEVEL_ES2)
float PS_DepthCopy(Quad_VS2PS input) : SV_Depth
{
return Source.SampleLevel(SamplerPointClamp, input.TexCoord * Color.xy + Color.zw, 0).r;
}
#endif