#include "stereokit.hlsli" #include "dofdev.hlsli" //--name = dofdev/fireball //--oriel_id = -1 //--tex_scale = 1 //--diffuse = white int oriel_id; float tex_scale; Texture2D diffuse : register(t0); SamplerState diffuse_s : register(s0); struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 world : WORLD; float4 color : COLOR0; float3 campos : TEXCOORD1; uint view_id : SV_RenderTargetArrayIndex; }; psIn vs(vsIn input, uint id : SV_InstanceID) { psIn o; o.view_id = id % sk_view_count; id = id / sk_view_count; o.campos = sk_camera_pos[o.view_id].xyz; float squish = sin( (sk_time * 3.14) + ( sum(float4(input.norm, 1)) ) * 24 ); input.pos.xyz *= 1 - squish * 0.1; o.world = mul(input.pos, sk_inst[id].world); o.pos = mul(o.world, sk_viewproj[o.view_id]); o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); o.uv = input.uv * tex_scale; o.color = input.col * sk_inst[id].color; o.color.rgb *= sk_lighting(o.norm); return o; } psOut ps(psIn input) { psOut o; o.depth = oriel(oriel_id, input.pos.z, input.view_id, input.world.xyz); o.color = input.color; return o; // float4 noise = diffuse.Sample(diffuse_s, input.uv); // return noise; }