/* 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 textureColorMap : register(t0); SamplerState samplerColorMap : register(s0); Texture2D textureGradientRamp : register(t1); SamplerState samplerGradientRamp : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float GradientPos : POSITION0; [[vk::location(1)]] float2 CenterPos : POSITION1; [[vk::builtin("PointSize")]] float PSize : PSIZE; [[vk::location(2)]] float PointSize : TEXCOORD0; }; float4 main(VSOutput input) : SV_TARGET { float3 color = textureGradientRamp.Sample(samplerGradientRamp, float2(input.GradientPos, 0.0)).rgb; float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5; return float4(textureColorMap.Sample(samplerColorMap, PointCoord).rgb * color, 1); }