diff --git a/Assets/hand.hlsl b/Assets/hand.hlsl new file mode 100644 index 0000000..1f57b8d --- /dev/null +++ b/Assets/hand.hlsl @@ -0,0 +1,45 @@ +#include "stereokit.hlsli" + +//--name = dofdev/hand +//--color:color = 1, 1, 1, 1 +//--tex_scale = 1 +//--diffuse = white + +float4 color; +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; + float2 uv : TEXCOORD0; + 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; + + float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz; + o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]); + + float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); + + o.uv = input.uv * tex_scale; + float3 norm_color = float3(0.5) + (normal * 0.5); + float3 norm_shade = float3(0.5) + (norm_color * 0.5); + o.color = float4(norm_shade, 1) * input.col; // input.col * color * sk_inst[id].color; + return o; +} +float4 ps(psIn input) : SV_TARGET { + float4 col = diffuse.Sample(diffuse_s, input.uv); + return input.color * col * float4(1, 1, 1, 0.1333); +} \ No newline at end of file diff --git a/src/Arts.cs b/src/Arts.cs index ac1570a..0e5cc5b 100644 --- a/src/Arts.cs +++ b/src/Arts.cs @@ -8,6 +8,7 @@ static class Arts static Model assets_model = Model.FromFile("meshes/assets.glb", Shader.Unlit); static Dictionary meshes = new(); static Material mat_mono = new Material("mono.hlsl"); + static Material mat_hand = Default.MaterialHand; static Material mat_unlit = new Material("unlit.hlsl"); static Material mat_both = new Material("unlit.hlsl"); static Material mat_backface = new Material("backface.hlsl"); @@ -43,13 +44,15 @@ static class Arts // draw ontop of everything mat_colorcursor.DepthTest = DepthTest.Always; + + mat_hand.Shader = Shader.FromFile("hand.hlsl"); } public static void Frame() { - if (SK.GetStepper().Enabled) { - Input.HandVisible(Handed.Max, false); - } + // if (SK.GetStepper().Enabled) { + // Input.HandVisible(Handed.Max, false); + // } // world // Matrix m4_dof = Mono.dof_pose.ToMatrix(Mono.dof_scl);