#include "stereokit.hlsli" #include "dofdev.hlsli" //--name = dofdev/sky //--oriel_id = -1 //--diffuse = white int oriel_id; 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; 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.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; o.color = input.col; o.color *= linear_gamma(sk_inst[id].color); // o.color.rgb *= Lighting(o.norm); return o; } psOut ps(psIn input) { psOut o; // o.depth = oriel(input.pos.z, input.view_id, input.world.xyz); o.depth = oriel(oriel_id, 0.999, input.view_id, input.world.xyz); // float4 col = diffuse.Sample(diffuse_s, input.uv); o.color = input.color;// * diffuse.Sample(diffuse_s, input.uv); return o; }