blob: b16ec7f6be2701ab832d890baf93ed739a805110 [file] [log] [blame]
cbuffer cbuffer_uniforms : register(b0) {
uint4 uniforms[10];
};
ByteAddressBuffer pointLights : register(t1);
SamplerState mySampler : register(s2);
Texture2D<float4> myTexture : register(t3);
struct FragmentInput {
float4 position;
float4 view_position;
float4 normal;
float2 uv;
float4 color;
};
struct FragmentOutput {
float4 color;
};
float4 getColor(FragmentInput fragment) {
float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
if ((uniforms[8].y == 0u)) {
color = fragment.color;
} else {
if ((uniforms[8].y == 1u)) {
color = fragment.normal;
color.a = 1.0f;
} else {
if ((uniforms[8].y == 2u)) {
color = asfloat(uniforms[9]);
} else {
if ((uniforms[8].y == 3u)) {
color = myTexture.Sample(mySampler, fragment.uv);
}
}
}
}
return color;
}
struct tint_symbol_1 {
float4 view_position : TEXCOORD0;
float4 normal : TEXCOORD1;
float2 uv : TEXCOORD2;
float4 color : TEXCOORD3;
float4 position : SV_Position;
};
struct tint_symbol_2 {
float4 color : SV_Target0;
};
FragmentOutput main_inner(FragmentInput fragment) {
FragmentOutput output = (FragmentOutput)0;
output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
return output;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
FragmentInput tint_symbol_3 = {float4(tint_symbol.position.xyz, (1.0f / tint_symbol.position.w)), tint_symbol.view_position, tint_symbol.normal, tint_symbol.uv, tint_symbol.color};
FragmentOutput inner_result = main_inner(tint_symbol_3);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.color = inner_result.color;
return wrapper_result;
}