0fdc67dcd0
* dx12: abandoned shader reflection, added support for custom root signatures, removed dxcompiler dependency * removed dll copies from build scripts * update * updates * updates * fix * update * update * updates * added custom root signatures to some passes * fix * updates * comment fix * allow shaders to not have root signatures, if they are part of a pipeline which has root signature for an other shader * root signature optimizer * batched descriptor null initializer * shader updates * update * put the atmospheric sky update to async compute * improved debug of root constant - push constant data size mismatch * bitwise root param iteration * added superluminal perf api * performance api will be optional * async updaterenderdata fixes * fixes * fixes * occludee update * raytraced reflection implementation with ray query instead of rt pipeline * alwaysactive * shadercompiler enable old d3dcompiler because why not, it's only loaded on demand now * removed common sampler api * root signature simplification * fixes * linear allocator fix * push constants are now immediately set * fixes * version * fix? * improved descriptor allocator * default sampler table reduction * gpu sort lib push constants * small update * descriptor allocator safety * shader compiler refactor * some optimizations
29 lines
597 B
HLSL
29 lines
597 B
HLSL
struct VertexInput
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{
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float2 pos : POSITION;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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cbuffer vertexBuffer : register(b0)
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{
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float4x4 ProjectionMatrix;
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};
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[RootSignature("RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), CBV(b0), DescriptorTable(SRV(t0)), DescriptorTable(Sampler(s0))")]
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VertexOutput main(VertexInput input)
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{
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VertexOutput output;
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output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
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output.uv = input.uv;
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output.col = input.col;
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return output;
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}
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