Mikemon/assets/shader/basic_pixel_shader.slang

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struct PixelShaderInput {
float4 pos : SV_POSITION;
float4 uvst : COORDINATES;
uint tile_type : TILE_TYPE;
};
struct PixelShaderOutput {
float4 color : SV_TARGET;
};
[[vk::binding(0, 2)]]
Texture2DArray<float4> tex1 : register(t0, space2);
[[vk::binding(0, 2)]]
SamplerState texture_sampler : register(s0, space2);
[shader("pixel")]
PixelShaderOutput main(PixelShaderInput input) {
PixelShaderOutput output;
#if 1
output.color = tex1.Sample(texture_sampler, float3(input.uvst.xy, input.tile_type));
#else
output.color = float4(1, 0, 1, 1);
#endif
return output;
}