Files
SDL3_fork/src/render/direct3d12/D3D12_PixelShader_Textures.hlsl

20 lines
718 B
HLSL

Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
#include "D3D12_PixelShader_Common.incl"
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=20, b1),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(TextureRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
return GetOutputColor(theTexture.Sample(theSampler, input.tex)) * input.color;
}