71 lines
2.4 KiB
Plaintext
71 lines
2.4 KiB
Plaintext
// =====================================================
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// UI Shader pour CosmicCore
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// Set 0 : Transform (UBO - par objet)
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// Set 1 : Material (UBO + Texture)
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// Set 2 : Projection (UBO - global)
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// =====================================================
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// ─── Inputs ────────────────────────────────────────────
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struct VSInput {
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[[vk::location(0)]] float2 inPosition;
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[[vk::location(1)]] float2 inUV;
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[[vk::location(2)]] float4 inColor;
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};
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// ─── Outputs ───────────────────────────────────────────
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struct VSOutput {
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float4 pos : SV_Position;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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// ─── Set 0 : Transform (UBO par objet) ─────────────────
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struct TransformUBO {
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float4x4 model;
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float2 size;
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float zOrder;
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float padding;
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};
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[[vk::binding(0, 0)]] ConstantBuffer<TransformUBO> transform;
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[[vk::binding(1, 1)]] Sampler2D uiTexture;
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// ─── Set 2 : Projection (UBO global) ──────────────────
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[[vk::binding(0, 2)]] ConstantBuffer<float4x4> projection;
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// ─── Vertex Shader ──────────────────────────────────────
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[shader("vertex")]
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VSOutput vertMain(VSInput input) {
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VSOutput output;
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// Transforme local vers monde
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float4 worldPos = mul(transform.model, float4(input.inPosition, 0.0, 1.0));
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// Applique la projection
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output.pos = mul(projection, worldPos);
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output.uv = input.inUV;
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output.color = input.inColor;
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return output;
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}
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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[shader("fragment")]
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float4 fragMain(VSOutput vertIn) : SV_Target {
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float3 msd = uiTexture.Sample(vertIn.uv).rgb;
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float sigDist = median(msd.r, msd.g, msd.b) - 0.5;
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// largeur du dégradé en pixels écran (anti-aliasing correct)
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float2 unitRange = float2(1.0, 1.0) / float2(212.0, 212.0);
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float2 screenTexSize = 1.0 / fwidth(vertIn.uv);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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float opacity = clamp(screenPxRange * sigDist + 0.5, 0.0, 1.0);
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return float4(vertIn.color.rgb, vertIn.color.a * opacity);
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} |