39 lines
840 B
HLSL
39 lines
840 B
HLSL
struct VSInput
|
|
{
|
|
float2 Position : POSITION0;
|
|
float2 Texture : TEXCOORD0;
|
|
// per-instance
|
|
int2 InstancePosition : InstancePosition;
|
|
int2 InstanceSize : InstanceSize;
|
|
float4 Color : Color;
|
|
};
|
|
|
|
struct VSOutput
|
|
{
|
|
float4 Position : SV_POSITION;
|
|
float2 Texture : Texture;
|
|
float4 Color : Color;
|
|
};
|
|
|
|
[shader("vertex")]
|
|
VSOutput VSMain(VSInput input)
|
|
{
|
|
float2 inversePixel = float2(1.0 / 1280.0, 1.0 / 720.0);
|
|
|
|
float2 position = (input.Texture * input.InstanceSize + input.InstancePosition) * inversePixel;
|
|
|
|
VSOutput output = (VSOutput)0;
|
|
output.Position = float4(position * 2.0 - 1.0, 0, 1);
|
|
output.Texture = input.Texture;
|
|
output.Color = input.Color.zyxw;
|
|
|
|
return output;
|
|
}
|
|
|
|
[shader("pixel")]
|
|
float4 PSMain(VSOutput input) : SV_TARGET
|
|
{
|
|
//return float4(input.Texture, 0, 1);
|
|
return float4(input.Color.xyzw);
|
|
}
|