Files
tooll3--t3/Operators/Lib/Assets/shaders/img/use/CustomImageShader-template.hlsl
2026-07-13 13:13:17 +08:00

65 lines
1.4 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/bias-functions.hlsl"
cbuffer Params : register(b0)
{
float2 Offset;
float A;
float B;
float C;
float D;
float2 GainAndBias;
}
cbuffer Params : register(b1)
{
int TargetWidth;
int TargetHeight;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> ImageA : register(t0);
Texture2D<float4> ImageB : register(t1);
Texture2D<float4> Gradient : register(t2);
sampler Sampler : register(s0);
sampler ClampedSampler : register(s1);
sampler CustomSampler : register(s2);
static const float2 Center=Offset;
static const Texture2D<float4> Image=ImageA;
static const Texture2D<float4> Image2=ImageB;
//- DEFINES ------------------------------------
/*{defines}*/
//----------------------------------------------
float Biased(float f){return ApplyGainAndBias(f, GainAndBias);}
float4 SampleGradient(float f){return Gradient.SampleLevel(ClampedSampler, float2(f, 0.5), 0);}
float4 psMain(vsOutput input) : SV_TARGET
{
float width, height;
ImageA.GetDimensions(width, height);
float4 c=float4(1,1,1,1);
float2 uv = input.texCoord;
int2 TargetSize=int2(TargetWidth,TargetHeight);
int2 PixelCoord=int2(round(uv*TargetSize-.25));
{
//- METHOD -------------------------------------
/*{method}*/
//----------------------------------------------
}
return c;
}