Mikemon/assets/shader/basic_vertex_shader.hlsl
mikeb efc6477180 Anpassung Window Größe und Spielfeld
-> gleiche Ratio (16:9);
Neue math_graphics.h Funktionen (Aufräumen);

git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@20 24008968-59e6-ed4c-a10b-0b2c954b24ab
2021-07-26 16:28:42 +00:00

64 lines
1.2 KiB
HLSL

struct VertexShaderInput {
// Per Vertex
float4 pos : VERTEX_POSITION;
float2 uv : UV_VERTEX;
uint vid : SV_VertexID;
// Per Instance
float4 pos_size : INSTANCE_POSITION_SIZE;
uint tile_type : TILE_TYPE;
float4 uv0uv1 : UV_INSTANCE;
};
cbuffer constants {
float aspect_ratio;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float4 uv0uv1 : COORDINATES;
uint tile_type : TILE_TYPE;
};
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
float3x3 coord_sys = {
2, 0, -1,
0, -2, 1,
0, 0, 1
};
input.pos_size.xy = mul(coord_sys, float3(input.pos_size.xy, 1)).xy;
float3x3 pos = {
1, 0, input.pos_size.x,
0, 1, input.pos_size.y,
0, 0, 1
};
float3x3 size = {
input.pos_size.z, 0, 0,
0, input.pos_size.w, 0,
0, 0, 1
};
output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
float correction_factor = aspect_ratio / (16.0 / 9.0);
if(correction_factor < 1)
output.pos.y *= correction_factor;
else
output.pos.x /= correction_factor;
output.pos.zw = float2(0, 1);
output.uv0uv1.zw = float2(0, 0);
output.uv0uv1.xy = lerp(input.uv0uv1.xy, input.uv0uv1.zw, input.uv.xy);
output.tile_type = input.tile_type;
return output;
}