26 lines
966 B
HLSL
26 lines
966 B
HLSL
struct Output {
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float4 Position;
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float4 color;
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};
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struct tint_symbol_1 {
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uint VertexIndex : SV_VertexID;
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uint InstanceIndex : SV_InstanceID;
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};
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struct tint_symbol_2 {
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float4 color : TEXCOORD0;
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float4 Position : SV_Position;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const uint VertexIndex = tint_symbol.VertexIndex;
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const uint InstanceIndex = tint_symbol.InstanceIndex;
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float2 zv[4] = {float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)};
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const float z = zv[InstanceIndex].x;
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Output output = (Output)0;
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output.Position = float4(0.5f, 0.5f, z, 1.0f);
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float4 colors[4] = {float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)};
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output.color = colors[InstanceIndex];
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const tint_symbol_2 tint_symbol_3 = {output.color, output.Position};
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return tint_symbol_3;
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}
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