49 lines
1.1 KiB
HLSL
49 lines
1.1 KiB
HLSL
struct GlyphBitmap
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{
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uint2 Position; // x y, in texels
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uint2 Size; // width height
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};
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// set 0: constant
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[[vk::binding(0, 0)]] Texture2D FontTexture;
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struct VSInput
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{
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float2 Position : POSITION0;
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float2 Texture : TEXCOORD0;
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// per-instance
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uint2 InstancePosition : InstancePosition;
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uint2 InstanceGlyph : InstanceGlyph;
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};
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struct VSOutput
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{
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float4 Position : SV_POSITION;
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float2 Texture : NORMAL0;
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};
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[shader("vertex")]
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VSOutput VSMain(VSInput input)
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{
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//float2 inverseTexel = float2(1.0 / 128.0, 1.0 / 64.0);
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float2 inversePixel = float2(1.0 / 1280.0, 1.0 / 720.0);
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float2 Size = float2(6, 12);
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VSOutput output = (VSOutput)0;
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float2 position = (input.Texture * Size + input.InstancePosition) * inversePixel;
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output.Position = float4(position * 2.0 - 1.0, 0, 1);
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output.Texture = (input.Texture * Size + input.InstanceGlyph * Size);
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return output;
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}
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[shader("pixel")]
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float4 PSMain(VSOutput input) : SV_TARGET
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{
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float4 color = FontTexture.Load(int3(input.Texture, 0));
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float c = (color.x == 0) ? 0 : 1;
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return float4(1, 1, 1, c.x);
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}
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