just color shader/mat
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33
Assets/justcolor.hlsl
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33
Assets/justcolor.hlsl
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#include "stereokit.hlsli"
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//--name = dofdev/justcolor
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//--color:color = 1, 1, 1, 1
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float4 color;
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struct vsIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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};
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struct psIn {
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float4 pos : SV_POSITION;
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float4 color : COLOR0;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
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o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
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float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
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o.color = color * sk_inst[id].color;
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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return input.color;
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}
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@ -10,6 +10,7 @@ static class Arts
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_backbox = new Material("backbox.hlsl");
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static Material mat_backbox = new Material("backbox.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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static Quat food_ori = Quat.Identity;
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static Quat food_ori = Quat.Identity;
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