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o3de/AutomatedTesting/Materials/UVs.azsl

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultObjectSrg.azsli>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
struct VertexInput
{
float3 m_position : POSITION;
float2 m_uv : UV0;
};
struct VertexOutput
{
float4 m_position : SV_Position;
float2 m_uv : UV0;
};
VertexOutput MainVS(VertexInput input)
{
VertexOutput output;
float3 worldPosition = mul(ObjectSrg::GetWorldMatrix(), float4(input.m_position, 1)).xyz;
output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
output.m_uv = input.m_uv;
return output;
}
struct PixelOutput
{
float4 m_color : SV_Target0;
};
PixelOutput MainPS(VertexOutput input)
{
PixelOutput output;
output.m_color = float4(input.m_uv, 0, 1);
return output;
}