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

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1.5 KiB
HLSL

/* Copyright (c) 2023-2024, Mobica Limited
*
* 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;
};
struct SettingsData
{
bool color_highlight;
int minLOD;
int maxLOD;
};
[[vk::binding(2, 0)]]
ConstantBuffer<SettingsData> settings : register(b2);
static float3 color_blend_table[5] =
{
{1.00, 1.00, 1.00},
{0.80, 0.60, 0.40},
{0.60, 0.80, 0.60},
{0.40, 0.60, 0.80},
{0.20, 0.20, 0.20},
};
float4 main(VSOutput input) : SV_TARGET0
{
float4 color = float4(0.0, 0.0, 0.0, 1.0);
int lod = settings.minLOD;
uint residencyCode;
do
{
color = textureColor.SampleLevel(samplerColor, input.UV, lod, 0, residencyCode);
lod += 1.0f;
} while (!CheckAccessFullyMapped(residencyCode));
if (settings.color_highlight)
{
lod -= 1;
color.xyz = (color.xyz * color_blend_table[lod]);
}
return color;
}