You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/AtomLyIntegration/AtomBridge/Assets/Shaders/SimpleTextured.azsl

102 lines
2.3 KiB
Plaintext

/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/Features/SrgSemantics.azsli>
// Indicates whether the sampler should use Wrap or Clamp
option bool o_clamp;
// Indicates whether to use color channels from the texture or only the alpha channel
option bool o_useColorChannels;
ShaderResourceGroup InstanceSrg : SRG_PerDraw
{
row_major float4x4 m_worldToProj;
Texture2D m_texture;
Sampler m_wrapSampler
{
MaxAnisotropy = 16;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
};
Sampler m_clampSampler
{
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)
{
float4x4 worldToProj = InstanceSrg::m_worldToProj;
float4 posPS = mul(worldToProj, float4(IN.m_position, 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;
if (o_clamp)
{
tex = InstanceSrg::m_texture.Sample(InstanceSrg::m_clampSampler, IN.m_uv);
}
else
{
tex = InstanceSrg::m_texture.Sample(InstanceSrg::m_wrapSampler, IN.m_uv);
}
if (!o_useColorChannels)
{
// When getting rgba from an R8 the "r" channel will be the value from the texture.
// We want to put the r in the alpha (to use as opacity) and set the rgb to 1.
// We do this rather than using an A8 texture because A8 is not supported on Vulkan.
tex.a = tex.r;
tex.rgb = 1.0f;
}
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;
};