project-aster/samples/03_model_render/shader/model.ps.hlsl

39 lines
920 B
HLSL

#include "bindless_structs.hlsli"
struct FS_Input
{
float4 inPosition : POSITION;
float4 inColor : COLOR0;
float2 inUV : TEXCOORD0;
};
struct FS_Output
{
float4 outColor : SV_Target0;
};
float4 ArrayToVector(float arr[4])
{
return float4(arr[0], arr[1], arr[2], arr[3]);
}
float4 GetAlbedo(uint materialBufferId, int materialId, float2 uv)
{
uint albedoTexId = materialsBuffer[materialBufferId][materialId].m_AlbedoTex;
if (albedoTexId == INVALID_HANDLE)
{
return ArrayToVector(materialsBuffer[materialBufferId][materialId].m_AlbedoFactor);
}
else
{
return textures[albedoTexId].Sample(immutableSamplers[albedoTexId], uv);
}
}
FS_Output main(FS_Input stage_input)
{
FS_Output output;
output.outColor = pcb.m_MaterialIdx < 0 ? stage_input.inColor : GetAlbedo(pcb.materialBufferHandle, pcb.m_MaterialIdx, stage_input.inUV);
return output;
}