Dawn/assets/shaders/hello-world.slang
2024-12-23 16:14:50 -06:00

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struct MVP {
float4x4 projection;
float4x4 view;
float4x4 model;
}
struct Uniforms {
MVP mvp;
float4 u_Color;
bool u_HasTexture;
Sampler2D u_Texture;
};
struct AssembledVertex {
float3 position : POSITION;
float2 texcoord : TEXCOORD;
};
struct Fragment {
float4 color;
};
struct VertexStageOutput {
float2 uv : UV;
float4 sv_position : SV_Position;
};
float4 someFunction(float4 color) {
return color * float4(0.5, 0.5, 0.5, 1.0);
}
[shader("vertex")]
VertexStageOutput vertexMain(
uniform ParameterBlock<Uniforms> uniforms,
AssembledVertex assembledVertex
) {
VertexStageOutput output;
float3 position = assembledVertex.position;
output.uv = assembledVertex.texcoord;
output.sv_position = mul(
float4(position, 1.0),
mul(uniforms.mvp.model, mul(uniforms.mvp.view, uniforms.mvp.projection))
);
return output;
}
[shader("fragment")]
Fragment fragmentMain(
uniform ParameterBlock<Uniforms> uniforms,
float2 uv: UV
) : SV_Target {
Fragment output;
if(uniforms.u_HasTexture) {
output.color = uniforms.u_Texture.Sample(uv) * uniforms.u_Color;
} else {
output.color = someFunction(uniforms.u_Color);
}
return output;
}