| cbuffer cbuffer_uniforms : register(b0, space0) { |
| uint4 uniforms[10]; |
| }; |
| ByteAddressBuffer pointLights : register(t1, space0); |
| SamplerState mySampler : register(s2, space0); |
| Texture2D<float4> myTexture : register(t3, space0); |
| |
| 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); |
| uniforms; |
| mySampler; |
| myTexture; |
| pointLights; |
| return output; |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const FragmentInput tint_symbol_5 = {tint_symbol.position, tint_symbol.view_position, tint_symbol.normal, tint_symbol.uv, tint_symbol.color}; |
| const FragmentOutput inner_result = main_inner(tint_symbol_5); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |