forked from Misaki/GhostEngine
73 lines
2.3 KiB
HLSL
73 lines
2.3 KiB
HLSL
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#include GENERATED_CODE_PATH
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#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Properties.hlsl"
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struct Vertex
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{
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float4 position;
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float4 normal;
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float4 tangent;
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float4 color;
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float4 uv;
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};
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struct PixelInput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float4 uv : TEXCOORD0;
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};
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[NumThreads(3, 1, 1)] // 3 threads per triangle
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[OutputTopology("triangle")]
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void MSMain(
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uint3 groupThreadID : SV_GroupThreadID,
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uint groupID : SV_GroupID,
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out vertices PixelInput outVerts[3],
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out indices uint3 outTris[1])
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{
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// Fetch bindless buffers
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerObjectData.vertexBuffer];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerObjectData.indexBuffer];
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// Compute the triangle’s vertex indices
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uint vertexId = groupThreadID.x;
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uint indexOffset = (groupID.x * 3 + vertexId) * 4; // uint32 index
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uint vertexIndex = indexBuffer.Load(indexOffset);
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// Load vertex attributes
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uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex
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Vertex v;
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v.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
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v.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
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v.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
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v.color = asfloat(vertexBuffer.Load4(vertexOffset + 48));
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v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 64));
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SetMeshOutputCounts(3, 1);
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v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
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// Write vertex output
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outVerts[vertexId].position = v.position;
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outVerts[vertexId].color = v.color;
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outVerts[vertexId].uv = v.uv;
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// Thread 0 defines topology
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if (vertexId == 0)
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{
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outTris[0] = uint3(0, 1, 2);
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}
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}
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
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float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
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float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
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float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
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float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return blendedColor * g_PerMaterialData.color;
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}
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