/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/

#include "d3d_helpers.h"

std::string D3DFullscreenQuadVertex = R"EOSHADER(

float4 main(uint vid : SV_VertexID) : SV_POSITION
{
	float2 positions[] = {
		float2(-1.0f,  1.0f),
		float2( 1.0f,  1.0f),
		float2(-1.0f, -1.0f),
		float2( 1.0f, -1.0f),
	};

	return float4(positions[vid], 0, 1);
}

)EOSHADER";

std::string D3DDefaultVertex = R"EOSHADER(

struct vertin
{
	float3 pos : POSITION;
	float4 col : COLOR0;
	float2 uv : TEXCOORD0;
};

struct v2f
{
	float4 pos : SV_POSITION;
	float4 col : COLOR0;
	float2 uv : TEXCOORD0;
};

v2f main(vertin IN, uint vid : SV_VertexID)
{
	v2f OUT = (v2f)0;

	OUT.pos = float4(IN.pos.xyz, 1);
	OUT.col = IN.col;
	OUT.uv = IN.uv;

	return OUT;
}

)EOSHADER";

std::string D3DDefaultPixel = R"EOSHADER(

struct v2f
{
	float4 pos : SV_POSITION;
	float4 col : COLOR0;
	float2 uv : TEXCOORD0;
};

float4 main(v2f IN) : SV_Target0
{
	return IN.col;
}

)EOSHADER";
