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102 lines
2.3 KiB
Plaintext
102 lines
2.3 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/Features/SrgSemantics.azsli>
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// Indicates whether the sampler should use Wrap or Clamp
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option bool o_clamp;
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// Indicates whether to use color channels from the texture or only the alpha channel
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option bool o_useColorChannels;
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ShaderResourceGroup InstanceSrg : SRG_PerDraw
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{
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row_major float4x4 m_worldToProj;
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Texture2D m_texture;
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Sampler m_wrapSampler
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{
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MaxAnisotropy = 16;
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AddressU = Wrap;
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AddressV = Wrap;
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AddressW = Wrap;
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};
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Sampler m_clampSampler
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{
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MaxAnisotropy = 16;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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};
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struct VSInput
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{
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float3 m_position : POSITION;
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float4 m_color : COLOR0;
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float2 m_uv : TEXCOORD0;
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};
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struct VSOutput
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{
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float4 m_position : SV_Position;
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float4 m_color : COLOR0;
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float2 m_uv : TEXCOORD0;
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};
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VSOutput MainVS(VSInput IN)
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{
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float4x4 worldToProj = InstanceSrg::m_worldToProj;
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float4 posPS = mul(worldToProj, float4(IN.m_position, 1.0f));
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VSOutput OUT;
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OUT.m_position = posPS;
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OUT.m_color = IN.m_color;
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OUT.m_uv = IN.m_uv;
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return OUT;
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};
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struct PSOutput
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{
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float4 m_color : SV_Target0;
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};
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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float4 tex;
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if (o_clamp)
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{
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tex = InstanceSrg::m_texture.Sample(InstanceSrg::m_clampSampler, IN.m_uv);
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}
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else
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{
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tex = InstanceSrg::m_texture.Sample(InstanceSrg::m_wrapSampler, IN.m_uv);
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}
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if (!o_useColorChannels)
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{
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// When getting rgba from an R8 the "r" channel will be the value from the texture.
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// We want to put the r in the alpha (to use as opacity) and set the rgb to 1.
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// We do this rather than using an A8 texture because A8 is not supported on Vulkan.
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tex.a = tex.r;
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tex.rgb = 1.0f;
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}
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float opacity = IN.m_color.a * tex.a;
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// We use pre-multiplied alpha here since it is more flexible. For example, it enables alpha-blended rendering to
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// a render target and then alpha blending that render target into another render target
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OUT.m_color.rgb = IN.m_color.rgb * tex.rgb * opacity;
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OUT.m_color.a = opacity;
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return OUT;
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};
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