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

65 lines
No EOL
1.4 KiB
HLSL

#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;
}