https://github.com/shader-slang/slang
Tip revision: d2644e2f8f0abb73bbd6afd70816f6bf245340da authored by Yong He on 27 February 2024, 22:23:25 UTC
Update documentation TOC. (#3641)
Update documentation TOC. (#3641)
Tip revision: d2644e2
nointerpolation.hlsl
//DISABLED_TEST(smoke):COMPARE_HLSL_RENDER:
//DISABLED_TEST(smoke):COMPARE_HLSL_RENDER: -dx12
// Confirm that the `nointerpolation` modifier
// makes it through Slang codegen with the
// same effect as for HLSL.
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
struct AssembledVertex
{
float3 position;
float3 color;
};
struct CoarseVertex
{
nointerpolation 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;
output.fragment.color = float4(color, 1.0);
return output;
}