Migrate GLSL to Slang, text shader
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53
assets/shaders/gui_image.slang
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53
assets/shaders/gui_image.slang
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@@ -0,0 +1,53 @@
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import "includes/structs";
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struct Varyings {
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float4 positionCS : SV_Position;
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nointerpolation uint instance;
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float2 texCoord;
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}
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struct GuiImage {
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float4 tint;
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float2 positionSSPX;
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float2 sizePX;
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float2 uvMin;
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float2 uvMax;
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uint16_t texture;
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}
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[[vk::binding(0, 0)]] ConstantBuffer<GlobalUniforms> _Global;
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[[vk::binding(1, 0)]] StructuredBuffer<GuiImage> _Images;
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[[vk::binding(2, 0)]] SamplerState _Sampler;
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[[vk::binding(3, 0)]] Texture2D _Textures[];
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static const float2 VERTICES[4] = {
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float2(0, 1),
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float2(1, 1),
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float2(0, 0),
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float2(1, 0),
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};
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[shader("vertex")]
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Varyings vertexMain(uint vertexID : SV_VulkanVertexID, uint instanceID : SV_VulkanInstanceID) {
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Varyings out;
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let vertex = VERTICES[vertexID];
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let image = _Images[instanceID];
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let positionSSPX = vertex * image.sizePX + image.positionSSPX;
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let positionCS = float4(mul(_Global.matrixSSPXtoCS, float3(positionSSPX, 1.0)), 0.0, 1.0);
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let texCoord = vertex * (image.uvMax - image.uvMin) + image.uvMin;
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out.positionCS = positionCS;
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out.instance = instanceID;
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out.texCoord = texCoord;
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return out;
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}
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[shader("fragment")]
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float4 fragmentMain(Varyings frag) : SV_Target {
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let image = _Images[frag.instance];
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let texel = _Textures[image.texture].Sample(_Sampler, frag.texCoord);
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return texel * image.tint;
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}
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