/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include ShaderResourceGroup TriangleInstanceSrg : SRG_PerDraw { column_major float4x4 m_objectMatrix; } struct VSInput { float3 m_position : POSITION; float4 m_color : COLOR0; }; struct VSOutput { float4 m_position : SV_Position; float4 m_color : COLOR0; }; // Red: normal draw mode (rgb = rgb). The Red corner appears on top // Green: shift the colors so Green is on top (the top vertex is (1, 0, 0) so the green color should come from .r // Blue: shift the colors so Blue is on top (the top vertex is (1, 0, 0) so the blue color should come from .r // White: ignore original colors and draw everything white option enum class DrawMode { Red, Green, Blue, White} o_drawMode; VSOutput MainVS(VSInput vsInput) { VSOutput OUT; OUT.m_position = mul(float4(vsInput.m_position, 1.0), TriangleInstanceSrg::m_objectMatrix); OUT.m_color = vsInput.m_color; return OUT; } struct PSOutput { float4 m_color : SV_Target0; }; PSOutput MainPS(VSOutput vsOutput) { PSOutput OUT; switch (o_drawMode) { case DrawMode::Red: OUT.m_color = vsOutput.m_color.rgba; break; case DrawMode::Green: OUT.m_color = vsOutput.m_color.brga; break; case DrawMode::Blue: OUT.m_color = vsOutput.m_color.gbra; break; case DrawMode::White: OUT.m_color = float4(1, 1, 1, vsOutput.m_color.a); break; } // Simple tonemapping: OUT.m_color.rgb = pow(OUT.m_color.rgb, 1.0/2.2); return OUT; }