Depth buffering
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34
shaders/27_shader_depth.slang
Normal file
34
shaders/27_shader_depth.slang
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struct VSInput {
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float3 inPosition;
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float3 inColor;
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float2 inTexCoord;
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};
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struct UniformBuffer {
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float4x4 model;
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float4x4 view;
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float4x4 proj;
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};
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ConstantBuffer<UniformBuffer> ubo;
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struct VSOutput {
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float4 pos : SV_Position;
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float3 color;
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float2 fragTexCoord;
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};
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[shader("vertex")]
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VSOutput vertMain(VSInput input) {
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VSOutput output;
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output.color = input.inColor;
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output.pos = mul(ubo.proj, mul(ubo.view, mul(ubo.model, float4(input.inPosition, 1.0))));
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output.fragTexCoord = input.inTexCoord;
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return output;
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}
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Sampler2D texture;
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[shader("fragment")]
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float4 fragMain(VSOutput vertIn) : SV_Target {
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return texture.Sample(vertIn.fragTexCoord);
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}
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