65 lines
1.5 KiB
HLSL
65 lines
1.5 KiB
HLSL
/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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struct SettingsData
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{
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bool color_highlight;
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int minLOD;
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int maxLOD;
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};
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[[vk::binding(2, 0)]]
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ConstantBuffer<SettingsData> settings : register(b2);
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static float3 color_blend_table[5] =
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{
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{1.00, 1.00, 1.00},
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{0.80, 0.60, 0.40},
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{0.60, 0.80, 0.60},
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{0.40, 0.60, 0.80},
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{0.20, 0.20, 0.20},
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float4 color = float4(0.0, 0.0, 0.0, 1.0);
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int lod = settings.minLOD;
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uint residencyCode;
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do
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{
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color = textureColor.SampleLevel(samplerColor, input.UV, lod, 0, residencyCode);
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lod += 1.0f;
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} while (!CheckAccessFullyMapped(residencyCode));
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if (settings.color_highlight)
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{
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lod -= 1;
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color.xyz = (color.xyz * color_blend_table[lod]);
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}
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return color;
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} |