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Data/Base/Shaders/Debug/DebugTexturedPrimitive.ezShader
71 строка
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C-Core
Render instance data refactor (#1713)
19 ноя 2025, 20:31
Не верифицирован
19 ноя 2025, 20:31
b8e6103
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[PLATFORMS] ALL [PERMUTATIONS] MONOCHROME PRE_TRANSFORMED_VERTICES CAMERA_MODE TOPOLOGY [RENDERSTATE] BlendingEnabled0 = false DestBlend0 = Blend_InvSrcAlpha SourceBlend0 = Blend_SrcAlpha DestBlendAlpha0 = Blend_InvSrcAlpha DepthTest = true #if PRE_TRANSFORMED_VERTICES DepthWrite = false #else DepthWrite = true #endif [VERTEXSHADER] #define USE_COLOR0 #define USE_TEXCOORD0 #include <Shaders/Common/GlobalConstants.h> #include <Shaders/Materials/MaterialInterpolator.h> VS_OUT main(VS_IN Input) { VS_OUT RetVal; #if defined(CAMERA_MODE) && CAMERA_MODE == CAMERA_MODE_STEREO s_ActiveCameraEyeIndex = Input.InstanceID % 2; RetVal.RenderTargetArrayIndex = s_ActiveCameraEyeIndex; #endif #if PRE_TRANSFORMED_VERTICES float2 screenPosition = (Input.Position.xy * ViewportSize.zw) * float2(2.0, -2.0) + float2(-1.0, 1.0); RetVal.Position = float4(screenPosition, Input.Position.z, 1.0f); #else RetVal.Position = mul(GetWorldToScreenMatrix(), float4(Input.Position, 1.0f)); #endif RetVal.Color0 = Input.Color0; RetVal.TexCoord0 = Input.TexCoord0; return RetVal; } [PIXELSHADER] #define USE_COLOR0 #define USE_TEXCOORD0 #include <Shaders/Materials/MaterialInterpolator.h> Texture2D BaseTexture BIND_GROUP(BG_RENDER_PASS); SamplerState BaseTexture_AutoSampler BIND_GROUP(BG_RENDER_PASS); float4 main(PS_IN Input) : SV_Target { #if MONOCHROME return float4(BaseTexture.Sample(BaseTexture_AutoSampler, Input.TexCoord0.xy).rrr, 1) * Input.Color0; #else return BaseTexture.Sample(BaseTexture_AutoSampler, Input.TexCoord0.xy) * Input.Color0; #endif }