Texture2DArray BlitSource : register(t0);
SamplerState BlitSampler : register(s0);
cbuffer Region : register(b0) {
float2 offset;
float2 extent;
float z;
float level;
};
struct VsOutput {
float4 pos: SV_POSITION;
float4 uv: TEXCOORD0;
};
// Create a screen filling triangle
VsOutput vs_blit_2d(uint id: SV_VertexID) {
float2 coord = float2((id << 1) & 2, id & 2);
VsOutput output = {
float4(float2(-1.0, 1.0) + coord * float2(2.0, -2.0), 0.0, 1.0),
float4(offset + coord * extent, z, level)
};
return output;
}
float4 ps_blit_2d(VsOutput input) : SV_TARGET {
return BlitSource.SampleLevel(BlitSampler, input.uv.xyz, input.uv.w);
}