#include "stereokit.hlsli" //--name = dofdev/crown float _height; float _ypos; struct vsIn { float4 pos : SV_POSITION; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float3 campos : NORMAL0; float3 world : NORMAL1; float3 norm : NORMAL2; 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; o.campos = sk_camera_pos[o.view_id].xyz; o.world = mul(input.pos, sk_inst[id].world).xyz; o.pos = mul(float4(o.world, 1), sk_viewproj[o.view_id]); o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); o.uv = input.uv; o.color = input.col; float lighting = dot(o.norm, normalize(float3(-0.3, 0.6, 0.1))); lighting = (clamp(lighting, 0, 1) * 0.8) + 0.2; o.color.rgb = o.color.rgb * lighting; // * sk_inst[id].color; return o; } float3 cross(float3 a, float3 b) { return float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } float dot(float3 a, float3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } float4 ps(psIn input) : SV_TARGET { float4 col = float4(0, 0, 0, 0); if (input.world.y - _ypos > (_height / 2.0) - 0.06) { col = float4(1,1,1,1) * 0.25 * dot(input.world, input.norm); if (input.norm.y > 0) { col = float4(1,1,1,1) * 0.025; } } return col; }