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debugtext.hlsl
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64 lines (53 loc) · 2.18 KB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
// text shader, used for the overlay in game so that we can pass indices in the positon stream
// and it figures out the right place in the text texture to sample.
struct a2v
{
float3 pos : POSITION;
uint tex : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
v2f RENDERDOC_TextVS(a2v IN)
{
v2f OUT = (v2f)0;
OUT.pos = float4((float2(IN.pos.z,0) + IN.pos.xy)*TextSize*FontScreenAspect.xy + TextPosition.xy, 0, 1)-float4(1,-1,0,0);
OUT.tex.xy = (IN.pos.xy+float2(0,1))*CharacterSize.xy + float2((IN.tex.x-1)*CharacterOffsetX, 0);
if(IN.tex.x == 0)
OUT.tex.xy = 0;
return OUT;
}
SamplerState pointSample : register(s0);
SamplerState linearSample : register(s1);
Texture2D debugTexture : register(t0);
float4 RENDERDOC_TextPS(v2f IN) : SV_Target0
{
IN.tex.y = 1 - IN.tex.y;
float4 text = debugTexture.Sample(linearSample, IN.tex.xy).xxxx;
return text + float4(0.0.xxx, 0.5);
}