vulkan/shader/font.hlsl

49 lines
1.2 KiB
HLSL

struct GlyphBitmap
{
uint2 Position; // x y, in texels
uint2 Size; // width height
};
// set 0: constant
[[vk::binding(0, 0)]] SamplerState ClosestSampler;
[[vk::binding(1, 0)]] Texture2D FontTexture;
[[vk::binding(2, 0)]] StructuredBuffer<GlyphBitmap> Glyphs;
struct VSInput
{
float2 Position : POSITION0;
float2 Texture : TEXCOORD0;
// per-instance
uint2 InstancePosition : InstancePosition;
uint InstanceGlyph : InstanceGlyph;
float4 InstanceColor : InstanceColor;
};
struct VSOutput
{
float4 Position : SV_POSITION;
float2 Texture : NORMAL0;
};
[shader("vertex")]
VSOutput VSMain(VSInput input)
{
float2 inverseTexel = float2(1.0 / 256.0, 1.0 / 256.0);
float2 inversePixel = float2(1.0 / 1024.0, 1.0 / 1024.0);
int index = input.InstanceGlyph;
VSOutput output = (VSOutput)0;
float2 position = (input.Texture * Glyphs[index].Size + input.InstancePosition) * inversePixel;
output.Position = float4(position * 2.0 - 1.0, 0, 1);
output.Texture = (input.Texture * Glyphs[index].Size + Glyphs[index].Position) * inverseTexel;
return output;
}
[shader("pixel")]
float4 PSMain(VSOutput input) : SV_TARGET
{
float4 color = FontTexture.Sample(ClosestSampler, input.Texture);
return float4(color.xxx, 1.0);
}