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- /*
- * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
- * its licensors.
- *
- * For complete copyright and license terms please see the LICENSE at the root of this
- * distribution (the "License"). All use of this software is governed by the License,
- * or, if provided, by the license below or the license accompanying this file. Do not
- * remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- *
- */
- #include <viewsrg.srgi>
- #include <Atom/RPI/ShaderResourceGroups/DefaultObjectSrg.azsli>
- #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
- #include <Atom/Features/PBR/ForwardPassSrg.azsli>
- struct VertexInput
- {
- float3 m_position : POSITION;
- float2 m_uv : UV0;
- };
- struct VertexOutput
- {
- float4 m_position : SV_Position;
- float2 m_uv : UV0;
- };
- VertexOutput MainVS(VertexInput input)
- {
- VertexOutput output;
- float3 worldPosition = mul(ObjectSrg::GetWorldMatrix(), float4(input.m_position, 1)).xyz;
- output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
- output.m_uv = input.m_uv;
-
- return output;
- }
- struct PixelOutput
- {
- float4 m_color : SV_Target0;
- };
- PixelOutput MainPS(VertexOutput input)
- {
- PixelOutput output;
- output.m_color = float4(input.m_uv, 0, 1);
- return output;
- }
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