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//TEST(render):COMPARE_HLSL_CROSS_COMPILE_RENDER:
// This is a test to ensure that we can cross-compile a complete entry point.
float3 transformColor(float3 color)
{
float3 result;
result.x = sin(20.0 * (color.x + color.y));
result.y = saturate(cos(color.z * 30.0));
result.z = sin(color.x * color.y * color.z * 100.0);
result = 0.5 * (result + 1);
return result;
}
cbuffer Uniforms
{
float4x4 modelViewProjection;
};
struct AssembledVertex
{
float3 position;
float3 color;
};
struct CoarseVertex
{
float3 color;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
return output;
}
// Fragment Shader
struct FragmentStageInput
{
CoarseVertex coarseVertex : CoarseVertex;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
[shader("fragment")]
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
FragmentStageOutput output;
float3 color = input.coarseVertex.color;
color = transformColor(color);
output.fragment.color = float4(color, 1.0);
return output;
}
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