Backlog/engine/ui/shaders/text.vert.hlsl

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883 B
HLSL

#include "text_shared.hlsli"
struct VSOut
{
float4 Color : TEXCOORD0;
float2 UV : TEXCOORD1;
float2 pixelPosition: TEXCOORD2;
uint Instance: TEXCOORD3;
float4 Position : SV_Position;
};
struct Input
{
float3 Position : TEXCOORD0;
float3 Normal : TEXCOORD1;
float4 Color : TEXCOORD2;
float2 UV : TEXCOORD3;
uint Bones : TEXCOORD4;
uint weights : TEXCOORD5;
uint Instance : SV_InstanceID;
};
VSOut main(Input v)
{
FontInfo s = fontBuffer[v.Instance];
VSOut o;
float2 t = v.Position.xy + s.position;
o.pixelPosition = t;
//gl_Position = vec4(( (v.Position.xy + pos) / PushConstants.extent) * 2 + vec2(-1.0f, -1.0f), v.Position.z, 1.0);
o.Position = float4((t / Extents) * 2 + float2(-1.0f, -1.0f), v.Position.z, 1.0);
o.UV = v.UV;
o.Color = v.Color;
o.Instance = v.Instance;
return o;
}