38261d0800
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines Signed-off-by: Steve Pham <spham@amazon.com>
75 lines
1.9 KiB
Plaintext
75 lines
1.9 KiB
Plaintext
|
|
/*
|
|
* 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 <Atom/Features/SrgSemantics.azsli>
|
|
|
|
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<float4> FontImage;
|
|
|
|
Sampler LinearSampler
|
|
{
|
|
MinFilter = Linear;
|
|
MagFilter = Linear;
|
|
MipFilter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
AddressW = Clamp;
|
|
};
|
|
|
|
column_major float4x4 m_projectionMatrix;
|
|
}
|
|
|
|
float3 SRGBToLinear( float3 x )
|
|
{
|
|
return x < 0.04045f ? x / 12.92f : pow( (abs(x) + 0.055f) / 1.055f, 2.4f );
|
|
|
|
// NOTE: abs on x quiets FXC warning "X3571: pow(f, e) will not work for negative f,
|
|
// use abs(f) or conditionally handle negative values if you expect them".
|
|
// Ternary operator ?: in shaders can handle vectors in the condition, but it doesn't
|
|
// count as 'conditionally handle' since branching is not involved. When we start using
|
|
// DXC instead of FXC we can remove abs since DXC handles it correctly with no warnings.
|
|
}
|
|
|
|
VertexOutput MainVS(in VertexInput input)
|
|
{
|
|
VertexOutput output;
|
|
output.Position = mul(float4(input.Position, 0.0f, 1.0f), ObjectSrg::m_projectionMatrix);
|
|
output.Color = float4(SRGBToLinear(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;
|
|
}
|