braille_xr/sk_demo/res/shaders/room.hlsl
2024-01-28 08:53:21 -05:00

40 lines
No EOL
856 B
HLSL

#include "stereokit.hlsli"
#include "dofdev.hlsli"
//--name = dofdev/room
//--diffuse = white
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
};
struct psIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 world : WORLD;
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;
return o;
}
float4 ps(psIn input) : SV_Target {
return diffuse.Sample(diffuse_s, input.uv);
}