TextGizmo.bsl 953 B

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354
  1. #include "$EDITOR$/GizmoCommon.bslinc"
  2. shader TextGizmo
  3. {
  4. mixin GizmoCommon;
  5. blend
  6. {
  7. target
  8. {
  9. enabled = true;
  10. color = { srcA, srcIA, add };
  11. };
  12. };
  13. depth
  14. {
  15. write = false;
  16. };
  17. code
  18. {
  19. void vsmain(
  20. in float3 inPos : POSITION,
  21. in float2 uv : TEXCOORD0,
  22. in float4 color : COLOR0,
  23. out float4 oPosition : SV_Position,
  24. out float2 oUv : TEXCOORD0,
  25. out float4 oColor : COLOR0)
  26. {
  27. float tfrmdX = -1.0f + (inPos.x * gInvViewportWidth);
  28. float tfrmdY = (1.0f - (inPos.y * gInvViewportHeight)) * gViewportYFlip;
  29. oPosition = float4(tfrmdX, tfrmdY, inPos.z, 1);
  30. oUv = uv;
  31. oColor = color;
  32. }
  33. SamplerState gMainTexSamp
  34. {
  35. Filter = MIN_MAG_MIP_POINT;
  36. };
  37. Texture2D gMainTexture;
  38. float4 fsmain(
  39. in float4 inPos : SV_Position,
  40. float2 uv : TEXCOORD0,
  41. float4 color : COLOR0) : SV_Target
  42. {
  43. return float4(color.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * color.a);
  44. }
  45. };
  46. };