procedural-3d-engine/shaders/slang/texturearray/instancing.slang

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2025-04-27 11:07:30 +02:00
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UV;
};
struct Instance
{
float4x4 model;
float arrayIndex;
};
struct UBO
{
float4x4 projection;
float4x4 view;
Instance instance[8];
};
ConstantBuffer<UBO> ubo;
Sampler2DArray samplerArray;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uint InstanceIndex: SV_InstanceID)
{
VSOutput output;
output.UV = float3(input.UV, ubo.instance[InstanceIndex].arrayIndex);
float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerArray.Sample(input.UV);
}