dofdemo/Assets/backbox.hlsl

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1.1 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/backbox
//--color:color = 1, 1, 1, 1
float4 color;
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float4 col : COLOR0;
};
struct psIn {
float4 pos : SV_POSITION;
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]);
// flip input normals to treat backfaces like normal
float3 normal = normalize(mul(-input.norm, (float3x3)sk_inst[id].world));
float3 norm_shade = float3(0.5) + (normal * 0.5);
// float3 norm_shade = float3(0.5) + (norm_color * 0.5);
float3 view_dir = normalize(world - sk_camera_pos[o.view_id]);
// o.color = norm_shaed * clamp(dot(o.normal, -view_dir), 0, 0.2);
// rim lighting
float rim = 1.0 - saturate(dot(normalize(view_dir), normal));
o.color = float4(norm_shade * rim * rim * 0.0666, 1);
return o;
}
float4 ps(psIn input) : SV_TARGET {
return input.color;
}