// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
//    this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright notice,
//    this list of conditions and the following disclaimer in the documentation
//    and/or other materials provided with the distribution.
// 3. Neither the name of the copyright holder nor the names of its contributors
//    may be used to endorse or promote products derived from this software
//    without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.

//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
uniform float4x4 ViewProj<
	bool automatic = true;
>;

uniform float4 ViewSize<
	bool automatic = true;
>;

uniform texture2d InputA<
	bool automatic = true;
>;

uniform int2 Repeats<
	string name = "Repeats";
	int2 minimum = {1, 1};
	int2 maximum = {10000, 10000};
	int2 step = {1, 1};
> = {4, 4};

//------------------------------------------------------------------------------
// Structs
//------------------------------------------------------------------------------
struct VertFragData {
	float4 pos : POSITION;
	float2 uv  : TEXCOORD0;
};

//------------------------------------------------------------------------------
// Samplers
//------------------------------------------------------------------------------
sampler_state def_sampler {
	Filter    = Point;
	AddressU  = Repeat;
	AddressV  = Repeat;
};

//------------------------------------------------------------------------------
// Functionality
//------------------------------------------------------------------------------
VertFragData VSDefault(VertFragData vtx) {
	vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
	vtx.uv *= Repeats.xy;
	return vtx;
};

float4 PSDefault(VertFragData vtx) : TARGET {
	return InputA.Sample(def_sampler, vtx.uv);
}

technique Draw
{
	pass
	{
		vertex_shader = VSDefault(vtx);
		pixel_shader  = PSDefault(vtx);
	}
}
