Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
50 lines
1.7 KiB
HLSL
50 lines
1.7 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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#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
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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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uint vertexId = groupThreadID.x;
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Vertex v = LoadVertexData(vertexId, groupID.x, g_PerObjectData.vertexBuffer, g_PerObjectData.indexBuffer);
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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(g_PerMaterialData.texture1, g_PerMaterialData.tex_sampler, input.uv.xy);
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float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, g_PerMaterialData.tex_sampler, input.uv.xy);
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float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, g_PerMaterialData.tex_sampler, input.uv.xy);
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float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, g_PerMaterialData.tex_sampler, input.uv.xy);
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float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return g_PerMaterialData.color * blendedColor;
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//return input.color;
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}
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