#include "stereokit.hlsli" //--name = dofdev/colorcube // float4 color; float3 _pos; float _size; struct vsIn { float4 pos : SV_POSITION; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float3 world : NORMAL0; float3 norm : NORMAL1; 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.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; return o; } float4 ps(psIn input) : SV_TARGET { // input.color.r = 1; float3 pos = input.world - _pos; pos /= _size; pos += float3(0.5, 0.5, 0.5); return float4(pos.x, pos.y, pos.z, 1); // clamp values to 0..1 }