/* 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 samplers[3] : register(s2); struct UBO { float4x4 projection; float4x4 model; float lodBias; int samplerIndex; }; [[vk::binding(0, 0)]] ConstantBuffer ubo : register(b0); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; }; float4 main(VSOutput input) : SV_TARGET { float3 color = textureColor.SampleBias(samplers[ubo.samplerIndex], input.UV * float2(2.0, 0.25), ubo.lodBias).rgb; return float4(color, 1.0); }