/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include struct VertexInput { float2 Position : POSITION; float2 UV : UV; float4 Color : COLOR; }; struct VertexOutput { float4 Position : SV_Position; float4 Color : COLOR; float2 UV : UV; }; ShaderResourceGroup ObjectSrg : SRG_PerObject { Texture2D FontImage; Sampler LinearSampler { MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; column_major float4x4 m_projectionMatrix; } VertexOutput MainVS(in VertexInput input) { VertexOutput output; output.Position = mul(float4(input.Position, 0.0f, 1.0f), ObjectSrg::m_projectionMatrix); output.Color = float4(input.Color.rgb, input.Color.a); output.UV = input.UV; return output; } struct PixelOutput { float4 m_color : SV_Target0; }; PixelOutput MainPS(in VertexOutput input) { PixelOutput output; float4 color = ObjectSrg::FontImage.Sample(ObjectSrg::LinearSampler, input.UV) * input.Color; output.m_color = float4(color.rgb * color.a, color.a); return output; }