Files
aya/client/common/shaders/source/profiler.hlsl
2025-12-17 16:47:48 +00:00

47 lines
923 B
HLSL

#include "common.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
};
VertexOutput ProfilerVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
OUT.HPosition = mul(G(ViewProjection), IN.Position);
OUT.HPosition.y = -OUT.HPosition.y;
OUT.Uv = IN.Uv;
OUT.Color = IN.Color;
return OUT;
}
TEX_DECLARE2D(DiffuseMap, 0);
float4 ProfilerPS(VertexOutput IN): COLOR0
{
float4 c0 = tex2D(DiffuseMap, IN.Uv);
float4 c1 = tex2D(DiffuseMap, IN.Uv + float2(0, 1.f / 9.f));
return c0.a < 0.5 ? float4(0, 0, 0, c1.a) : c0 * IN.Color;
}
float4 ImGuiPS(VertexOutput IN): COLOR0
{
float4 texColor = tex2D(DiffuseMap, IN.Uv);
float4 finalColor = texColor * IN.Color;
return finalColor;
}