项目文件夹

文件
2026-07-13 13:13:17 +08:00

80 行
1.8 KiB
HLSL

static const float3 Quad[] =
{
float3(-1, -1, 0),
float3(1, -1, 0),
float3(1, 1, 0),
float3(1, 1, 0),
float3(-1, 1, 0),
float3(-1, -1, 0),
};
cbuffer Transforms : register(b0)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
cbuffer Params : register(b1)
{
float4 Color;
float Width;
float Height;
};
Texture2D<float4> InputTexture : register(t0);
sampler texSampler : register(s0);
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
// struct vsOutputOnlyColor
// {
// float4 position : SV_POSITION;
// float4 color : COLOR0;
// };
vsOutput vsMain(uint vertexId : SV_VertexID)
{
vsOutput output;
float2 quadVertex = Quad[vertexId].xy;
float2 quadVertexInObject = quadVertex * float2(Width, Height);
output.position = mul(float4(quadVertexInObject, 0, 1), ObjectToClipSpace);
output.texCoord = quadVertex * float2(0.5, -0.5) + 0.5;
return output;
}
// vsOutput vsMainOnlyColor(uint vertexId: SV_VertexID)
// {
// vsOutputOnlyColor output;
// float4 quadPos = float4(Quad[vertexId], 1) ;
// float4 size = float4(Width,Height,1,1);
// output.position = mul(clipSpaceTobject, float4(Quad[vertexId]*1,1) * size);
// output.color = Color;
// return output;
// }
float4 psMain(vsOutput input) : SV_TARGET
{
float4 c = InputTexture.Sample(texSampler, input.texCoord);
return clamp(float4(1, 1, 1, 1) * Color * c, 0, float4(1000, 1000, 1000, 1));
}
float4 psMainOnlyColor(vsOutput input) : SV_TARGET
{
return float4(1, 1, 0, 1); // saturate(Color);
}