https://github.com/shader-slang/slang
Tip revision: ca7bf79df3a3f5f4494912cb0572c36662755b9d authored by Yong He on 13 April 2023, 05:58:22 UTC
Combine lookupWitness lowering with specialization. (#2794)
Combine lookupWitness lowering with specialization. (#2794)
Tip revision: ca7bf79
cross-compile-entry-point.slang
//TEST(render):COMPARE_HLSL_CROSS_COMPILE_RENDER:
//TEST(render):COMPARE_HLSL_CROSS_COMPILE_RENDER: -dx12
// This is a test to ensure that we can cross-compile a complete entry point.
float3 transformColor(float3 color)
{
float3 result;
result.x = sin(20.0 * (color.x + color.y));
result.y = saturate(cos(color.z * 30.0));
result.z = sin(color.x * color.y * color.z * 100.0);
result = 0.5 * (result + 1);
return result;
}
cbuffer Uniforms
{
float4x4 modelViewProjection;
};
struct AssembledVertex
{
float3 position;
float3 color;
};
struct CoarseVertex
{
float3 color;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
return output;
}
// Fragment Shader
struct FragmentStageInput
{
CoarseVertex coarseVertex : CoarseVertex;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
FragmentStageOutput output;
float3 color = input.coarseVertex.color;
color = transformColor(color);
output.fragment.color = float4(color, 1.0);
return output;
}