Mikemon/assets/shader/world.slang
2025-03-11 09:16:17 +01:00

85 lines
2.4 KiB
Plaintext

#include "common.slang"
struct VertexShaderInput {
// Per Vertex
uint vertex_id : SV_VertexID;
float3 pos;
// Per Instance
uint instance_id : SV_InstanceID;
uint tile_info;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float2 uv;
};
struct PixelShaderOutput {
float4 color : SV_TARGET;
};
[[vk::binding(0, 0)]]
StructuredBuffer<float4> tile_infos;
[shader("vertex")]
VertexShaderOutput main_vertex(VertexShaderInput input) {
VertexShaderOutput output;
float2 tile_pos = float2(input.instance_id % map_width, float(input.instance_id / map_width));
uint tile_type = input.tile_info & 0xffff;
uint rotation = (input.tile_info >> 16) & 0x3;
float4x4 view_matrix = view(float3(camera_x, camera_y, 0), radians(camera_tilt), camera_distance);
float4x4 projection_matrix = projection(radians(fovy_degrees), aspect_ratio, NEAR_PLANE);
float4x4 view_projection_matrix = mul(projection_matrix, view_matrix);
output.pos = mul(view_projection_matrix, float4(tile_pos + input.pos.xy, 0, 1));
float4 uv_min_max = tile_infos.Load(tile_type);
switch (rotation) {
case 0: switch (input.vertex_id) {
case 0: output.uv = uv_min_max.xy; break;
case 1: output.uv = uv_min_max.zy; break;
case 2: output.uv = uv_min_max.zw; break;
case 3: output.uv = uv_min_max.xw; break;
} break;
case 1: switch (input.vertex_id) {
case 0: output.uv = uv_min_max.zy; break;
case 1: output.uv = uv_min_max.zw; break;
case 2: output.uv = uv_min_max.xw; break;
case 3: output.uv = uv_min_max.xy; break;
} break;
case 2: switch (input.vertex_id) {
case 0: output.uv = uv_min_max.zw; break;
case 1: output.uv = uv_min_max.xw; break;
case 2: output.uv = uv_min_max.xy; break;
case 3: output.uv = uv_min_max.zy; break;
} break;
case 3: switch (input.vertex_id) {
case 0: output.uv = uv_min_max.xw; break;
case 1: output.uv = uv_min_max.xy; break;
case 2: output.uv = uv_min_max.zy; break;
case 3: output.uv = uv_min_max.zw; break;
} break;
}
return output;
}
[[vk::binding(0, 2)]]
Sampler2D<float4> tex1;
[shader("fragment")]
PixelShaderOutput main_fragment(VertexShaderOutput input) {
PixelShaderOutput output;
output.color = tex1.Sample(float2(input.uv));
return output;
}