/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ Texture2D textureColor : register(t1); SamplerState samplerColor : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] uint ColorOffset : TEXCOORD1; }; struct Col { float4 data[8]; }; [[vk::binding(1, 0)]] ConstantBuffer color : register(b1); float4 sampleTexture(VSOutput input) { float4 c00 = color.data[0 + input.ColorOffset]; float4 c01 = color.data[1 + input.ColorOffset]; float4 c02 = color.data[2 + input.ColorOffset]; float4 c03 = color.data[3 + input.ColorOffset]; float4 b0 = lerp(c00, c01, input.UV.x); float4 b1 = lerp(c02, c03, input.UV.x); float4 p0 = lerp(b0, b1, input.UV.y); return p0; } float4 main(VSOutput input) : SV_TARGET0 { return sampleTexture(input); }