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Vulkan-Samples/shaders/synchronization_2/hlsl/particle.frag.hlsl
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2025-09-04 10:54:47 +08:00

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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 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);
}