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Vulkan-Samples/shaders/dynamic_blending/hlsl/blending.frag.hlsl
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2025-09-04 10:54:47 +08:00

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1.4 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 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<Col> 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);
}