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- Parameters =
- {
- mat4x4 gWorldTransform;
- float gInvViewportWidth;
- float gInvViewportHeight;
- float gViewportYFlip;
- color gTint;
-
- Sampler2D gMainTexSamp : alias("gMainTexture");
- Texture2D gMainTexture;
- };
- Blocks =
- {
- Block GUIParams : auto("GUIParams");
- };
- Technique =
- {
- Language = "HLSL11";
-
- Pass =
- {
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- WriteMask = RGB;
- };
-
- DepthRead = false;
- DepthWrite = false;
-
- Common =
- {
- cbuffer GUIParams
- {
- float4x4 gWorldTransform;
- float gInvViewportWidth;
- float gInvViewportHeight;
- float gViewportYFlip;
- float4 gTint;
- }
- };
-
- Vertex =
- {
- void main(
- in float3 inPos : POSITION,
- in float2 uv : TEXCOORD0,
- out float4 oPosition : SV_Position,
- out float2 oUv : TEXCOORD0)
- {
- float4 tfrmdPos = mul(gWorldTransform, float4(inPos.xy, 0, 1));
- float tfrmdX = -1.0f + (tfrmdPos.x * gInvViewportWidth);
- float tfrmdY = (1.0f - (tfrmdPos.y * gInvViewportHeight)) * gViewportYFlip;
- oPosition = float4(tfrmdX, tfrmdY, 0, 1);
- oUv = uv;
- }
- };
-
- Fragment =
- {
- SamplerState gMainTexSamp : register(s0);
- Texture2D gMainTexture : register(t0);
- float4 main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
- {
- float4 color = float4(gTint.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * gTint.a);
- return color;
- }
- };
- };
- };
- Technique =
- {
- Language = "GLSL";
-
- Pass =
- {
- Target =
- {
- Blend = true;
- Color = { SRCA, SRCIA, ADD };
- WriteMask = RGB;
- };
-
- DepthRead = false;
- DepthWrite = false;
-
- Common =
- {
- layout (binding = 0, std140) uniform GUIParams
- {
- mat4 gWorldTransform;
- float gInvViewportWidth;
- float gInvViewportHeight;
- float gViewportYFlip;
- vec4 gTint;
- };
- };
-
- Vertex =
- {
- layout (location = 0) in vec3 bs_position;
- layout (location = 1) in vec2 bs_texcoord0;
-
- layout (location = 0) out vec2 texcoord0;
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- vec4 tfrmdPos = gWorldTransform * vec4(bs_position.xy, 0, 1);
- float tfrmdX = -1.0f + (tfrmdPos.x * gInvViewportWidth);
- float tfrmdY = (1.0f - (tfrmdPos.y * gInvViewportHeight)) * gViewportYFlip;
- gl_Position = vec4(tfrmdX, tfrmdY, 0, 1);
- texcoord0 = bs_texcoord0;
- }
- };
-
- Fragment =
- {
- layout (binding = 1) uniform sampler2D gMainTexture;
-
- layout (location = 0) in vec2 texcoord0;
- layout (location = 0) out vec4 fragColor;
- void main()
- {
- vec4 color = vec4(gTint.rgb, texture(gMainTexture, texcoord0.st).r * gTint.a);
- fragColor = color;
- }
- };
- };
- };
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