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Vulkan-Samples/shaders/texture_mipmap_generation/hlsl/texture.frag.hlsl
T
2025-09-04 10:54:47 +08:00

41 lines
1.2 KiB
HLSL

/* 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> 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);
}