These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
22 lines
No EOL
823 B
GLSL
22 lines
No EOL
823 B
GLSL
// Copyright 2020 Google LLC
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Texture2D texturePosition : register(t1);
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SamplerState samplerPosition : register(s1);
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Texture2D textureNormal : register(t2);
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SamplerState samplerNormal : register(s2);
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Texture2D textureAlbedo : register(t3);
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SamplerState samplerAlbedo : register(s3);
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float4 main([[vk::location(0)]] float3 inUV : TEXCOORD0) : SV_TARGET
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{
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float3 components[3];
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components[0] = texturePosition.Sample(samplerPosition, inUV.xy).rgb;
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components[1] = textureNormal.Sample(samplerNormal, inUV.xy).rgb;
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components[2] = textureAlbedo.Sample(samplerAlbedo, inUV.xy).rgb;
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// Uncomment to display specular component
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//components[2] = float3(textureAlbedo.Sample(samplerAlbedo, inUV.st).a);
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// Select component depending on z coordinate of quad
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int index = int(inUV.z);
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return float4(components[index], 1);
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} |