Files
GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl
Misaki 364fbf9208 Refactor error handling: use Error enum, update APIs
Replaces ErrorStatus with Error across all systems for consistency.
Renames ResourceBarrierData fields to camelCase.
Adds BindlessAccess enum and updates GetBindlessIndex API.
Updates method signatures, result types, and error checks.
Modernizes HLSL mesh shader syntax and fixes naming.
Improves code style and updates comments for clarity.
2026-01-25 16:34:28 +09:00

50 lines
1.7 KiB
HLSL

#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl"
struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD0;
};
[numthreads(3, 1, 1)] // 3 threads per triangle
[OUTPUT_TRIANGLE_TOPOLOGY]
void MSMain(
uint3 groupThreadID : SV_GroupThreadID,
uint groupID : SV_GroupID,
out vertices PixelInput outVerts[3],
out indices uint3 outTris[1])
{
uint vertexId = groupThreadID.x;
PerObjectData perObjectData = LoadData<PerObjectData>(g_PushConstantData.perObjectBuffer, 0);
Vertex v = LoadVertexData(vertexId, groupID.x, perObjectData.vertexBuffer, perObjectData.indexBuffer);
SetMeshOutputCounts(3, 1);
// Write vertex output
outVerts[vertexId].position = v.position;
outVerts[vertexId].color = v.color;
outVerts[vertexId].uv = v.uv;
// Thread 0 defines topology
if (vertexId == 0)
{
outTris[0] = uint3(0, 1, 2);
}
}
float4 PSMain(PixelInput input) : SV_TARGET
{
PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D(perMaterialData.texture3, perMaterialData.tex_sampler, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return perMaterialData.color * blendedColor + input.color;
}