#include "stereokit.hlsli" //--name = dofdev/colorcube //--color:color = 1, 1, 1, 1 float4 color; struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; }; struct psIn { float4 pos : SV_POSITION; float3 col_pos : TEXCOORD0; float4 color : COLOR0; uint view_id : SV_RenderTargetArrayIndex; }; float f_inv(float x) { if (x >= 0.04045) { return pow((x + 0.055)/(1 + 0.055), 2.4); } return x / 12.92; } 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]); o.col_pos = input.pos.xyz + float3(0.5, 0.5, 0.5); float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); o.color = color * sk_inst[id].color; return o; } float4 ps(psIn input) : SV_TARGET { // pos to color float3 col = float3(input.col_pos); // linear to sRGB return float4(f_inv(col.r), f_inv(col.g), f_inv(col.b), 1); }