/* * 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 ShaderResourceGroup InstanceSrg : SRG_PerDraw { float2 m_viewportSize; Texture2D m_texture; Sampler m_sampler { MaxAnisotropy = 16; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; }; struct VSInput { float3 m_position : POSITION; float4 m_color : COLOR0; float2 m_uv : TEXCOORD0; }; struct VSOutput { float4 m_position : SV_Position; float4 m_color : COLOR0; float2 m_uv : TEXCOORD0; }; VSOutput MainVS(VSInput IN) { // Convert from screen space to clip space float2 posXY = float2(IN.m_position.xy) / InstanceSrg::m_viewportSize * 2.0f - float2(1.0f, 1.0f); posXY.y *= -1.0f; float4 posPS = float4(posXY, IN.m_position.z, 1.0f); VSOutput OUT; OUT.m_position = posPS; OUT.m_color = IN.m_color; OUT.m_uv = IN.m_uv; return OUT; }; struct PSOutput { float4 m_color : SV_Target0; }; PSOutput MainPS(VSOutput IN) { PSOutput OUT; float4 tex; tex = InstanceSrg::m_texture.Sample(InstanceSrg::m_sampler, IN.m_uv); float opacity = IN.m_color.a * tex.a; // We use pre-multiplied alpha here since it is more flexible. For example, it enables alpha-blended rendering to // a render target and then alpha blending that render target into another render target OUT.m_color.rgb = IN.m_color.rgb * tex.rgb * opacity; OUT.m_color.a = opacity; return OUT; };