PostProcessing: Allow fragment coordinate access from shader

This commit is contained in:
Connor McLaughlin 2020-09-13 18:50:40 +10:00
parent c4f18c12d5
commit c1006bd0ff
2 changed files with 9 additions and 1 deletions

View file

@ -156,6 +156,7 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
ss << "#define HLSL 1\n";
ss << "#define roundEven round\n";
ss << "#define mix lerp\n";
ss << "#define fract frac\n";
ss << "#define CONSTANT static const\n";
ss << "#define VECTOR_EQ(a, b) (all((a) == (b)))\n";
ss << "#define VECTOR_NEQ(a, b) (any((a) != (b)))\n";

View file

@ -48,10 +48,12 @@ std::string PostProcessingShaderGen::GeneratePostProcessingFragmentShader(const
ss << R"(
#define main real_main
static float2 v_tex0;
static float4 v_pos;
static float4 o_col0;
// Wrappers for sampling functions.
#define texture(sampler, coords) sampler.Sample(sampler##_ss, coords)
#define textureOffset(sampler, coords, offset) sampler.Sample(sampler##_ss, coords, offset)
#define gl_FragCoord v_pos
)";
}
else
@ -84,6 +86,10 @@ static float4 o_col0;
float4 Sample() { return texture(samp0, v_tex0); }
float4 SampleLocation(float2 location) { return texture(samp0, location); }
#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
float2 GetFragCoord()
{
return gl_FragCoord.xy;
}
float2 GetWindowResolution()
{
return window_resolution;
@ -118,8 +124,9 @@ void SetOutput(float4 color)
{
ss << R"(
#undef main
void main(in float2 v_tex0_ : TEXCOORD0, out float4 o_col0_ : SV_Target)
void main(in float2 v_tex0_ : TEXCOORD0, in float4 v_pos_ : SV_Position, out float4 o_col0_ : SV_Target)
{
v_pos = v_pos_;
v_tex0 = v_tex0_;
real_main();
o_col0_ = o_col0;