mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-02 04:41:08 +00:00
80 lines
2.5 KiB
HLSL
80 lines
2.5 KiB
HLSL
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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// text shader, used for the overlay in game so that we can pass indices in the positon stream
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// and it figures out the right place in the text texture to sample.
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struct glyph
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{
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float4 posdata;
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float4 uvdata;
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};
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cbuffer glyphdata : register(b1)
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{
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glyph glyphs[127-32];
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};
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struct v2f
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{
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float4 pos : SV_Position;
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float4 tex : TEX;
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float2 glyphuv : GLYPH;
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};
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v2f RENDERDOC_TextVS(float3 pos : POSITION, uint tex : GLYPHIDX)
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{
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v2f OUT = (v2f)0;
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float2 charPos = float2(pos.z + pos.x + TextPosition.x, -pos.y - TextPosition.y);
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glyph G = glyphs[tex];
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OUT.pos = float4(charPos.xy*2.0f*TextSize*FontScreenAspect.xy + float2(-1, 1), 1, 1);
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OUT.glyphuv.xy = (pos.xy - G.posdata.xy) * G.posdata.zw;
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OUT.tex = G.uvdata * CharacterSize.xyxy;
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return OUT;
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}
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SamplerState pointSample : register(s0);
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SamplerState linearSample : register(s1);
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Texture2D fontTexture : register(t0);
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float4 RENDERDOC_TextPS(v2f IN) : SV_Target0
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{
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float text = 0;
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if(IN.glyphuv.x >= 0.0f && IN.glyphuv.x <= 1.0f &&
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IN.glyphuv.y >= 0.0f && IN.glyphuv.y <= 1.0f)
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{
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float2 uv;
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uv.x = lerp(IN.tex.x, IN.tex.z, IN.glyphuv.x);
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uv.y = lerp(IN.tex.y, IN.tex.w, IN.glyphuv.y);
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text = fontTexture.Sample(linearSample, uv.xy).x;
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}
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return float4(text.xxx, saturate(text + 0.5f));
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}
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