#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); }