Files
Nuake/Data/Shaders/Vulkan/gizmo.frag
2025-04-26 19:23:28 -04:00

66 lines
1.4 KiB
GLSL

#include "Utils/header.hlsl"
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput
{
float4 oColor0 : SV_TARGET;
float4 oEntityID : SV_TARGET1;
};
struct DebugConstant
{
float4 Color;
float4x4 Transform;
int TextureID;
float EntityID;
};
[[vk::push_constant]]
DebugConstant pushConstants;
PSOutput main(PSInput input)
{
PSOutput output;
if(pushConstants.TextureID < 0)
{
output.oColor0 = float4(input.UV.x, input.UV.y, 0, 1);
}
else
{
float2 uv = input.UV;
float4 textureSample = textures[pushConstants.TextureID].Sample(mySampler[0], uv);
// Alpha scisorring
if(textureSample.a < 0.1)
{
//discard;
}
output.oColor0 = textureSample * pushConstants.Color;
if(pushConstants.EntityID != 0.0f)
{
float2 center = float2(0.5, 0.5);
float dist = distance(uv, center);
float radius = 0.5; // You can adjust this as needed
if (dist <= radius)
{
output.oEntityID = float4(pushConstants.EntityID, 0, 0, 1.0f);
}
else
{
output.oEntityID = float4(0, 0, 0, 0); // Or leave it unassigned if default is zero
discard;
}
}
}
return output;
}