/* * 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 PassSrg : SRG_PerPass { column_major float4x4 m_objectMatrix; } struct VSInput { uint m_vertexID : SV_VertexID; }; struct VSOutput { float4 m_position : SV_Position; float4 m_color : COLOR0; }; VSOutput MainVS(VSInput vsInput) { VSOutput OUT; switch(vsInput.m_vertexID) { case 0: OUT.m_position = float4(0.0, 0.5, 0.0, 1.0); OUT.m_color = float4(1.0, 0.0, 0.0, 1.0); break; case 1: OUT.m_position = float4(-0.5, -0.5, 0.0, 1.0); OUT.m_color = float4(0.0, 1.0, 0.0, 1.0); break; default: OUT.m_position = float4(0.5, -0.5, 0.0, 1.0); OUT.m_color = float4(0.0, 0.0, 1.0, 1.0); break; } OUT.m_position = mul(PassSrg::m_objectMatrix, OUT.m_position); return OUT; } struct PSOutput { float4 m_color : SV_Target0; }; PSOutput MainPS(VSOutput vsOutput) { PSOutput OUT; OUT.m_color = vsOutput.m_color; // Simple tonemapping: OUT.m_color.rgb = pow(OUT.m_color.rgb, 1.0/2.2); return OUT; }