vkd3d/tests/hlsl/instance-id.shader_test

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[require]
shader model >= 4.0
[vertex shader]
struct vs_in
{
uint instance_id : SV_InstanceId;
uint vertex_id : SV_VertexId;
};
struct vs_out
{
float4 position : SV_Position;
float4 color : Color;
};
void main(vs_in i, out vs_out o)
{
float2 vertices[] =
{
{0.0, 0.0}, { 0.0, 2.0}, {-2.0, 0.0},
{0.0, 0.0}, { 2.0, 0.0}, { 0.0, 2.0},
{0.0, 0.0}, { 0.0, -2.0}, { 2.0, 0.0},
{0.0, 0.0}, {-2.0, 0.0}, { 0.0, -2.0},
};
uint pos = i.vertex_id % 3;
o.position = float4(vertices[pos + i.instance_id * 3], 0.0, 1.0);
float color = 0.25 + i.instance_id * 0.25;
o.color = float4(0.0, color, 0.0, color);
}
[pixel shader]
struct vs_out
{
float4 position : SV_Position;
float4 color : Color;
};
float4 main(vs_out i) : SV_Target
{
return i.color;
}
[test]
todo(glsl) draw triangle list 3 4
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probe rtv 0 (160, 120) rgba (0.0, 0.25, 0.0, 0.25)
probe rtv 0 (480, 120) rgba (0.0, 0.5, 0.0, 0.5)
probe rtv 0 (480, 360) rgba (0.0, 0.75, 0.0, 0.75)
probe rtv 0 (160, 360) rgba (0.0, 1.0, 0.0, 1.0)